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Grittier 4th Edition: Pointers
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<blockquote data-quote="ruleslawyer" data-source="post: 3979327" data-attributes="member: 1757"><p>Spawn points kill SoD far too much for me, but may work for others (see the related thread). But building a character raises an interesting point. I'm fond of the idea of character trees for this reason. One thing that I wish I'd done from the start of the campaign onward would be to have the <em>players</em>, rather than myself, design some of the local NPCs, with an eye to the idea that if a PC died, one of these NPCs could then step into his shoes. So, for example, in my current Waterdeep campaign, there might be 2 NPCs per PC in the neighborhood who had a potential "adventuring destiny" and were played up as ingenues in minor roles unless and until a PC died, at which point a new character would be ready to step into the campaign, complete with character sheet, background, and even a history of interacting with the party!</p><p>In general, this is a good idea, and strong rules for social interaction are essential, as you say. That said, once players are scared enough of combat, they *will* find a way around it, being the clever buggers they are. The real trick is to make social interaction *interesting* from a game perspective and to allow every character type to play a role.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 3979327, member: 1757"] Spawn points kill SoD far too much for me, but may work for others (see the related thread). But building a character raises an interesting point. I'm fond of the idea of character trees for this reason. One thing that I wish I'd done from the start of the campaign onward would be to have the [i]players[/i], rather than myself, design some of the local NPCs, with an eye to the idea that if a PC died, one of these NPCs could then step into his shoes. So, for example, in my current Waterdeep campaign, there might be 2 NPCs per PC in the neighborhood who had a potential "adventuring destiny" and were played up as ingenues in minor roles unless and until a PC died, at which point a new character would be ready to step into the campaign, complete with character sheet, background, and even a history of interacting with the party! In general, this is a good idea, and strong rules for social interaction are essential, as you say. That said, once players are scared enough of combat, they *will* find a way around it, being the clever buggers they are. The real trick is to make social interaction *interesting* from a game perspective and to allow every character type to play a role. [/QUOTE]
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