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<blockquote data-quote="Janx" data-source="post: 1424578" data-attributes="member: 8835"><p>Uller raises a good point.</p><p></p><p>Decide what kind of game you want to run.</p><p>Either democratically by involving your players or just deciding.</p><p></p><p>Then make sure your players know what style, so they can build PCs appropriate to it.</p><p></p><p>Make sure your game and their characters fit each other.</p><p></p><p>If that means vetoing characters or having a list of allowed classes/races, so be it.</p><p></p><p>Figure it out ahead of time. Its best to have defined what your looking for ahead of time (like a casting call for a play). Saying no to somebody's PC is worse, as that comes off as a negative. I'd rather not waste my time rolling up PCs to have them rejected. Instead, I'd like to know what you're looking for, so I can build a PC that will fit the first time.</p><p></p><p>In my current game, it is a sailing game. The PCs are on a military ship. They are all human (no non-humans allowed) as the humans are just exploring the islands beyond their homeland. Kinda like StarTrek Enterprise, but different. </p><p></p><p>Those first sentences give the players a lot of info of what would likely work in my game. I actually made a list of what classes are allowed (no barbarians, rangers, Sorcerers) due to the style of my world. Everything is pseudo-17th century.</p><p></p><p>I have a 20 year time-line of major events. I know when certain key wars start and end. Stuff that happens to the PCs is unknown, as I make that up as I write each adventure, by tying the players into that history. Right now, we've played 5 games, and the humans are now at war with the elves. The PCs are on war ship that is guarding one area of human territory, and the war is coming to them. This works well, as it gave me time to level up the PCs for the bigger challenges. Before then, it was mostly pirate hunting (orcs, goblins, hobgobs, etc.).</p><p></p><p>In a military campaign, the advantage I have is that all PCs are in the hierarchy, so I can just issue them an order to go on a mission. Some of these missions gave the PCs a chance to drop out of the military (siding with a colonial revolt or not). In theory, the PCs can do whatever they want, but some choices aren't really choices. It's obvious that they'll kill the pirate king. It's not obvious if they'll decide the king's tax is too high and join the colonists.</p><p></p><p>A party of freelancers (traditional D&D party) is free to take on whatever jobs they want, so you have to come up with enticing hooks. Don't make too many, but don't make too few.</p><p></p><p>Janx</p></blockquote><p></p>
[QUOTE="Janx, post: 1424578, member: 8835"] Uller raises a good point. Decide what kind of game you want to run. Either democratically by involving your players or just deciding. Then make sure your players know what style, so they can build PCs appropriate to it. Make sure your game and their characters fit each other. If that means vetoing characters or having a list of allowed classes/races, so be it. Figure it out ahead of time. Its best to have defined what your looking for ahead of time (like a casting call for a play). Saying no to somebody's PC is worse, as that comes off as a negative. I'd rather not waste my time rolling up PCs to have them rejected. Instead, I'd like to know what you're looking for, so I can build a PC that will fit the first time. In my current game, it is a sailing game. The PCs are on a military ship. They are all human (no non-humans allowed) as the humans are just exploring the islands beyond their homeland. Kinda like StarTrek Enterprise, but different. Those first sentences give the players a lot of info of what would likely work in my game. I actually made a list of what classes are allowed (no barbarians, rangers, Sorcerers) due to the style of my world. Everything is pseudo-17th century. I have a 20 year time-line of major events. I know when certain key wars start and end. Stuff that happens to the PCs is unknown, as I make that up as I write each adventure, by tying the players into that history. Right now, we've played 5 games, and the humans are now at war with the elves. The PCs are on war ship that is guarding one area of human territory, and the war is coming to them. This works well, as it gave me time to level up the PCs for the bigger challenges. Before then, it was mostly pirate hunting (orcs, goblins, hobgobs, etc.). In a military campaign, the advantage I have is that all PCs are in the hierarchy, so I can just issue them an order to go on a mission. Some of these missions gave the PCs a chance to drop out of the military (siding with a colonial revolt or not). In theory, the PCs can do whatever they want, but some choices aren't really choices. It's obvious that they'll kill the pirate king. It's not obvious if they'll decide the king's tax is too high and join the colonists. A party of freelancers (traditional D&D party) is free to take on whatever jobs they want, so you have to come up with enticing hooks. Don't make too many, but don't make too few. Janx [/QUOTE]
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