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[DMing style] Semi-freeform??
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<blockquote data-quote="Malin Genie" data-source="post: 17724" data-attributes="member: 1058"><p>I have been thinking about starting a campaign. There will be a couple of new players, and a couple of more experienced players. I had thought of the following way of running the game (at least at the beginning):</p><p></p><p>The players do not have access to character sheets. They provide a detailed description of the character to me, probably with a few set questions to guide the description, like "Describe how your character appears to others" "What is your charaacter's reason for adventuring" etc Based on the description I would allocate stats (point buy) and skills (presumable race and class would be obvious from the description, although I may, depending on how the background is presented, use the 'variant Core Classes' rules from the DMG.)</p><p></p><p>From their own description, and feedback during the game, the character would know how strong, wise, good at various tasks etc she is. Rather than the player saying "I have Climb +12, what's the DC?" "The DC is 20" it would be "Does it look like I can climb this wall" "You're an excellent climber, and you think you could probably make it, given time. It's a tough climb, though, and you wouldn't want to be distracted...."</p><p></p><p>Chars would roll their skil checks, attack rolls etc but wouldn't know their bonuses, DCs of tasks or ACs of opponents, even their own hp, although I would give frequent feedback on how weak they were feeling.</p><p></p><p>I'm hoping that it will both add something to even the most experieced player, while emphasising the roleplaying and not the calculation side to the newbies.</p><p></p><p>Has anybody here tried a similar style? Even if not, what do people think of it?</p></blockquote><p></p>
[QUOTE="Malin Genie, post: 17724, member: 1058"] I have been thinking about starting a campaign. There will be a couple of new players, and a couple of more experienced players. I had thought of the following way of running the game (at least at the beginning): The players do not have access to character sheets. They provide a detailed description of the character to me, probably with a few set questions to guide the description, like "Describe how your character appears to others" "What is your charaacter's reason for adventuring" etc Based on the description I would allocate stats (point buy) and skills (presumable race and class would be obvious from the description, although I may, depending on how the background is presented, use the 'variant Core Classes' rules from the DMG.) From their own description, and feedback during the game, the character would know how strong, wise, good at various tasks etc she is. Rather than the player saying "I have Climb +12, what's the DC?" "The DC is 20" it would be "Does it look like I can climb this wall" "You're an excellent climber, and you think you could probably make it, given time. It's a tough climb, though, and you wouldn't want to be distracted...." Chars would roll their skil checks, attack rolls etc but wouldn't know their bonuses, DCs of tasks or ACs of opponents, even their own hp, although I would give frequent feedback on how weak they were feeling. I'm hoping that it will both add something to even the most experieced player, while emphasising the roleplaying and not the calculation side to the newbies. Has anybody here tried a similar style? Even if not, what do people think of it? [/QUOTE]
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