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DCC Level 0 Character Funnel is a Bad Concept
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<blockquote data-quote="Dumnbunny" data-source="post: 9263603" data-attributes="member: 66848"><p>I really wish I could remember who had this idea originally so I could credit them, but I cannot. In any event, I've done this a number of times when running a DCC funnel and it worked really well:</p><p></p><p>First, I start with the <a href="https://purplesorcerer.com/create_party.php" target="_blank">Purple Sorcerer 0-Level Party Generator</a>, printing the resulting PDFs on cardstock. Then I cut out the individual characters, giving each player something equivalent to a few characters on index cards. I have the players line up the characters in front of them extending out into the table from the player. The character furthest from them is the one on the front line. Easy-peasy, even for the newest of players.</p><p></p><p>I extend this a bit by having cards to represent foes when there are multiple foes in a fight. The players can push their character cards up to one foe card or another indicating who is fighting what. Again, easy-peasy even for the newest of players.</p><p></p><p>Finally, I extend this PC card concept a little more, this time at the start of the session by incorporating a draft. The players dice to see who goes first, then the stack of PCs makes its way around the table with players taking turns drafting a PC.</p></blockquote><p></p>
[QUOTE="Dumnbunny, post: 9263603, member: 66848"] I really wish I could remember who had this idea originally so I could credit them, but I cannot. In any event, I've done this a number of times when running a DCC funnel and it worked really well: First, I start with the [URL='https://purplesorcerer.com/create_party.php']Purple Sorcerer 0-Level Party Generator[/URL], printing the resulting PDFs on cardstock. Then I cut out the individual characters, giving each player something equivalent to a few characters on index cards. I have the players line up the characters in front of them extending out into the table from the player. The character furthest from them is the one on the front line. Easy-peasy, even for the newest of players. I extend this a bit by having cards to represent foes when there are multiple foes in a fight. The players can push their character cards up to one foe card or another indicating who is fighting what. Again, easy-peasy even for the newest of players. Finally, I extend this PC card concept a little more, this time at the start of the session by incorporating a draft. The players dice to see who goes first, then the stack of PCs makes its way around the table with players taking turns drafting a PC. [/QUOTE]
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