Frogwart's Take Two

roguerouge

First Post
What follows is a setting that I've run before but would like some help on refining and adding new material. What follows is the overview, after which comes the brainstorming areas. The nature of the players here is crucial: the game would be played by four separate parties; the parties would have players either in 4th to 6th grade (intro level) or from 6th to 8th grade (advanced); I'm their 29-year old teacher of DnD. The world is living: what one group of players does affects the world that the other groups are in. (That is, if group one takes a quest, that quest is likely not available to the other groups.) Party size ranges from 6-12 players; Some of the players will know each other. Some of the players will know other people in other groups. There can only be 14 sessions of 1:15 each. The number of sessions includes any time set aside for character creation.

Here's the concept: The characters are the top 10 percent of their class at Frogwart's School for Heroes. The adventures are a part of their final exams, which will serve to determine various class honors. (Note: everyone will get a class honor, but they won't know that yet.) The world is actually a simulacrum created by the incredibly powerful deans at the school. The world is peopled by the citizens of the surrounding community each playing a role. (The final exams are an eagerly anticipated annual event.) There can be no deaths, unless something goes horribly wrong. Players and world people are teleported out of the simulacrum at -9 hit points and healed. PCs who die skip one round after their first death; after the second death, the time out is for 5 rounds; after the third death, the player is out until a new quest is undertaken.

The game: Generally, PCs start out at first level. (Some of the players are veterans, but enough are not that minimizing complexity is a value.) As a spur to roleplaying, PCs will be assigned a super power, a weakness, and a character goal. (Examples are below.) Each party will be graded on a day to day basis on a point system that rewards individual excellence and teamwork. Each party knows each day whether they are in first, second, third or fourth place, who's the class leader in various categories, and how far their team is behind.

The categories: Parties receive rewards based on the individual accomplishments of their members and based on the number of quests completed. Points are variable as some categories are worth more than others. Generally, the less violent and more team-oriented categories are worth slightly more. Ideas for more categories would be very welcome.

Team categories--Missions completed; Teamwork (most even spread of characters who complete team quests); Least number of PC deaths.
Individual categories--Secrets uncovered; Foes vanquished; Treasure accumulated; Most quests completed; Character goals completed.
Penalties: Each PC death costs their team points.

Adventures: The first adventure must be an obstacle course that demonstrates how skills work in conjunction with spells and brains. One adventure was a trial of a PC for inciting a riot. (Think "Matlock" for what the other players' roles were.) Other adventure ideas are a compelling need. Lots of small quests are a good idea or a big quest with many small components. Quests should require the participation of everybody and should have some combat and some problem solving.

Powers, Weaknesses and Character goals: This is another area where some work has been done but more brainstorming is required. What follows are examples of what's been used in the past. They're not written in stone.

Powers: Unusual Race; SR; Additional level; Multi-classed; 1/day spell-like abilities; Keen Senses; Magic Item; Gadgets; Fortune (re-rolls); Jack of All Trades feat; Light Telekinesis (as a free action, can use mage hand all day); Wealth; Connections/Psychic Flashes (ask DM one yes/no question per day);

Weaknesses: Unable to turn off SR; Must stay clean; Zealot; Magic Allergy; Cowardice; Pacifist; Fickle Finger of Fate (have wand of wonder that must be used once per day); Normalcy (no powers whatsoever, only good ability scores); Physical Disability (No legs, uses permanent Tenser's Floating Disk to get around);

Character Goals: Racial pride (must finish first in an individual category); Have team place second (powerful backers have bet on the exam); find animal companion; follow Code of Honor; I've Got a Secret (familiar's actually in charge: you've got the master fetching mice for you and want it to go on as long as possible); I've Got a Secret, Part Two (you're actually a sentient zombie; if anyone finds out...); I've Got a Secret, Part Three (As trickster cleric you must impersonate cleric of another faith)

Tone: Keep it light. Melodrama and tragedy just will not work; there's too much kibitzing. Remember that these are kids. Values are interaction, teamwork, and fun. There should be enough combat to satisfy those who like that sort of thing, but there will be people who like puzzle solving and secrets. Roleplaying in character is in its nascent stages, but when it works, whoo boy!

Help!: The big need is for short adventures of varying settings and approaches. (Dungeon crawls should be minimal, or incorporate puzzles/diplomacy elements.) Interesting NPCs a plus. The next urgent need is for more character concepts. Strong female PC concepts are especially valued. The final need is for quality control, especially given the audience. Pre-empting or preparing for potential pit falls is a huge part of my role.

Thanks so much for your patience. I know that this is a long post! Any help you could give me would be much appreciated. My basic goal is to foster their interest and use the game to spark other interests. Some of these kids are going to be lifers, but some are just trying it on for size.

roguerouge
 

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