Well my group rolled up a set of Characters for a new campaign last night. No one was allowed to discuss their class, alignment or race while creating the party. Each was given 4 rank in a Craft or Profession so that they could have some background before before they begin their adventuring career.
This is what we ended up with (all males):
1/2 elf Scout (rogue)
human Sailor (sorcerer)
gnome Alchemist (wizard)
gnome Leatherworker (ranger)
halfling Blacksmith (bard)
I have one other player that could not make it last night and needs to create a new character and I don't want to influence their decision so I have no idea what he will come up with. Not having a cleric won't be terrible as I allow adepts and alchemists to create non-magical curatives and antidotes (but they don't always work right hee hee hee).
The trouble is how do I approach designing adventures for this group? Most of my adventures are about 60/40 combat to interaction and I don't have a huge amount of time to create lots of detailed NPC's and plot twists to keep down the violence factor. Any body! HELP!!!
Pqpine,
DM World of Errat
This is what we ended up with (all males):
1/2 elf Scout (rogue)
human Sailor (sorcerer)
gnome Alchemist (wizard)
gnome Leatherworker (ranger)
halfling Blacksmith (bard)
I have one other player that could not make it last night and needs to create a new character and I don't want to influence their decision so I have no idea what he will come up with. Not having a cleric won't be terrible as I allow adepts and alchemists to create non-magical curatives and antidotes (but they don't always work right hee hee hee).
The trouble is how do I approach designing adventures for this group? Most of my adventures are about 60/40 combat to interaction and I don't have a huge amount of time to create lots of detailed NPC's and plot twists to keep down the violence factor. Any body! HELP!!!
Pqpine,
DM World of Errat