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<blockquote data-quote="green slime" data-source="post: 4933523" data-attributes="member: 1325"><p>My present campaign, I threw out some old preconceptions, and ran it thusly (after first confirming that the players were interested):</p><p></p><p>I fielded the players individually for the archetypes and goals they wanted for their potential character. I then created three characters for each player myself, based on our long time as a group (we have been playing together for nigh on twenty years, on and off). </p><p></p><p>Each player was then presented with a choice of one good-aligned character, one neutral-aligned character, or one evil-aligned character. On the character sheet I also suggested goals for each individual character, and listed a suggested reward for succeeding at the listed goal. Each character had also at least one affiliation with an organisation of some kind. Some had several.</p><p></p><p>Suggested rewards consisted of both xp, and social. Some goals were conflicting. Some personal rewards were conflicting (increase in XP, decreased social standing, increased influence with certain organisations). </p><p></p><p>No player knows the goals or interests of the other players, unless specifically told (clerics are usually understood to be working within their church, but they also have other affiliations). If you tell another player, are you certain he is trustworthy? Potential characters included spies from east, barbarian mercenary centaurs, loyal legionaires, war weary veterans, corrupt priests, former (escaped) slaves, shapechangers, psionic adventurers and more (psionics are banned on pain of death, within the empire).</p><p></p><p>The characters were then placed in the situation at hand (Alternative earth Roman colonists just leaving to set up a colony in the newly discovered Americas. </p><p></p><p>I set it up this way for several reasons: I have long tired of players feeling obligated to play a cleric "because we need one", and I wanted all the players to play a character (with goals and interests) they really wanted. I also wanted there to be conflict of interest, and not so obvious "single adventure". Encouraging more dialogue between conflicting parties and interests. And removing the irritating "what are we doing here again?"</p><p></p><p>So far, I must, the game has exceeded my expectations, with far more pro-active play from everyone, than I have ever seen.</p></blockquote><p></p>
[QUOTE="green slime, post: 4933523, member: 1325"] My present campaign, I threw out some old preconceptions, and ran it thusly (after first confirming that the players were interested): I fielded the players individually for the archetypes and goals they wanted for their potential character. I then created three characters for each player myself, based on our long time as a group (we have been playing together for nigh on twenty years, on and off). Each player was then presented with a choice of one good-aligned character, one neutral-aligned character, or one evil-aligned character. On the character sheet I also suggested goals for each individual character, and listed a suggested reward for succeeding at the listed goal. Each character had also at least one affiliation with an organisation of some kind. Some had several. Suggested rewards consisted of both xp, and social. Some goals were conflicting. Some personal rewards were conflicting (increase in XP, decreased social standing, increased influence with certain organisations). No player knows the goals or interests of the other players, unless specifically told (clerics are usually understood to be working within their church, but they also have other affiliations). If you tell another player, are you certain he is trustworthy? Potential characters included spies from east, barbarian mercenary centaurs, loyal legionaires, war weary veterans, corrupt priests, former (escaped) slaves, shapechangers, psionic adventurers and more (psionics are banned on pain of death, within the empire). The characters were then placed in the situation at hand (Alternative earth Roman colonists just leaving to set up a colony in the newly discovered Americas. I set it up this way for several reasons: I have long tired of players feeling obligated to play a cleric "because we need one", and I wanted all the players to play a character (with goals and interests) they really wanted. I also wanted there to be conflict of interest, and not so obvious "single adventure". Encouraging more dialogue between conflicting parties and interests. And removing the irritating "what are we doing here again?" So far, I must, the game has exceeded my expectations, with far more pro-active play from everyone, than I have ever seen. [/QUOTE]
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