Wiman
First Post
Personally with big campaigns such as the one you are planning and with a new system I like to do (and probably will do) perhaps 3-4 mini sessions on my new campaign world....show your characters a few little fights and some cultural flare of different area's...they are using the same characters (from a mechanics perspective) but are actually different people from a roll playing perspective every time. After 4 games of switching places, put them into the Shadowfell prison at level 2 or even 3 with the personality they liked the best, I know it's play style and not in game personality conflict that seems to be your fear for a fractured party - but by giving them 4 different chances to play a one play game you can challenge them to think outside their box in play style and a player who gets to see four sides of themselves (they are still advancing their character in experience so they still get the XP gratifaction) and also four corners of the world tend to have more commitment to the same world when something threatens it.
I understand the cube mechanic to keep the party together, but will this mean that everytime you guys decide to play a campaign in D&D you need an artifact to keep your party together - I believe some of your problems that you faced in previous games was simply that the party fractured just to erk the DM who had been forcing them along...your previous DM is probably the only reason that you need that cube in the first place.
Having an villian like Sylar may become a problem as not all your characters may not have a proper hate on for him by the 16-18th level when they begin fighting him. I like to have a villian who acts as a foil for each PC, in little time you will figure out how each characters personality works - the villian should be the exact opposite but mesh well with their own "party" as it is.....it will keep the party together if they know the only way they can get "that guy and his friends" is by bringing your own friends along for the ride. Since Sylar is mad now from the Shadowfell torture - make him the sum of the evil party in personality traits thus when the PC's finally nail their foils and are looking for someone else to be a challenge to them Sylar comes along into the spotlight.....then the Evil gods. (I'm pretty sure you understand this dynamic - I'm sorry if I come out as explaining too much, it's just the way my mind works.)
All in all I'm impressed with what you have (I've played in a few campaigns like yours - actually three where the first one occured before the bad things happened, the second when the bad things happened <TPK on the end fight on purpose......grrrrrr>, the thrid in the aftermath of the bad things happening.) That was three campaigns in the telling (level 20 at least each) however, not one which I believe you are aiming for - I wish you luck (no sarcasm implied).
I understand the cube mechanic to keep the party together, but will this mean that everytime you guys decide to play a campaign in D&D you need an artifact to keep your party together - I believe some of your problems that you faced in previous games was simply that the party fractured just to erk the DM who had been forcing them along...your previous DM is probably the only reason that you need that cube in the first place.
Having an villian like Sylar may become a problem as not all your characters may not have a proper hate on for him by the 16-18th level when they begin fighting him. I like to have a villian who acts as a foil for each PC, in little time you will figure out how each characters personality works - the villian should be the exact opposite but mesh well with their own "party" as it is.....it will keep the party together if they know the only way they can get "that guy and his friends" is by bringing your own friends along for the ride. Since Sylar is mad now from the Shadowfell torture - make him the sum of the evil party in personality traits thus when the PC's finally nail their foils and are looking for someone else to be a challenge to them Sylar comes along into the spotlight.....then the Evil gods. (I'm pretty sure you understand this dynamic - I'm sorry if I come out as explaining too much, it's just the way my mind works.)
All in all I'm impressed with what you have (I've played in a few campaigns like yours - actually three where the first one occured before the bad things happened, the second when the bad things happened <TPK on the end fight on purpose......grrrrrr>, the thrid in the aftermath of the bad things happening.) That was three campaigns in the telling (level 20 at least each) however, not one which I believe you are aiming for - I wish you luck (no sarcasm implied).