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I Finally Found a Way to Implement the Doppelganger Gambit
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<blockquote data-quote="Richards" data-source="post: 5751119" data-attributes="member: 508"><p>Well, I can at least let you know how we ended up with four players, two PCs each if that will help. This current campaign started when my co-worker learned that I had played D&D before (as had he), and asked me to start up a campaign for him and his (at the time) eight-year-old son. So they each rolled up a PC, as did my own (considerably older) son, and we started up a campaign.</p><p></p><p>Fast forward several months, and the three PCs are now 6th-level. We'd been alternating between playing at my house and my co-worker's house, and his wife was interested in this game that we all spent so much time playing. As she'd never gamed before, we decided to put the three initial PCs "on hold," and we started up again at 1st level, now with four PCs.</p><p></p><p>That was the new standard until we got this second batch of PCs up to 6th level. Then I used a "Challenge of Champions" adventure as a means of getting all four PCs ushered into the Greyhawk Adventurers Guild, and we assumed that the other (original) three PCs had also entered and placed well enough to be invited in. At that point, having played her first ever PC through six levels, my friend's wife was comfortable enough with the game that we let her roll up a new 6th-level PC so that everybody would have two PCs.</p><p></p><p>Finally, I decided that all Guild members wear a distinctive Guild ring that allows them to teleport back to their Guild HQ at will, once a day. In addition, if you touch your Guild ring to the ring of someone who's just "binked" back (that's the term we use), you can "lock into their previous coordinates" and teleport to the place they just binked in from. End result: if you're playing an adventure and your PC gets into too much trouble, he can bink back to HQ and you can swap that PC out for your other one. It comes in very handy when you find yourself poisoned without a means of undoing it at the moment, or extremely low on hit points without a healer at hand, or sometimes just to bring in a PC more suited to the task at hand. (Like you find yourselves surrounded by undead - out binks the rogue, and in binks the cleric.)</p><p></p><p>The Guild rings' limitations are as follows: they can each be used only once per day (either binking in or binking out), and they only work on the prime material plane. As the PCs have gained higher levels (and find themselves on other planes of existence more often), the rings are occasionally useless for an adventure or two. Still, they started out as "crutches" for our two brand-new-to-RPG players (my co-worker's wife and son) - to help them avoid getting their PCs killed in a crisis situation - and have ended up being a very useful addition to the overall feel of the campaign. (We've even had a few PC deaths, and the rings are useful in teleporting the body immediately back to HQ, if they can be activated by another PC, allowing the player to continue playing the session with his or her other PC).</p><p></p><p>Johnathan</p></blockquote><p></p>
[QUOTE="Richards, post: 5751119, member: 508"] Well, I can at least let you know how we ended up with four players, two PCs each if that will help. This current campaign started when my co-worker learned that I had played D&D before (as had he), and asked me to start up a campaign for him and his (at the time) eight-year-old son. So they each rolled up a PC, as did my own (considerably older) son, and we started up a campaign. Fast forward several months, and the three PCs are now 6th-level. We'd been alternating between playing at my house and my co-worker's house, and his wife was interested in this game that we all spent so much time playing. As she'd never gamed before, we decided to put the three initial PCs "on hold," and we started up again at 1st level, now with four PCs. That was the new standard until we got this second batch of PCs up to 6th level. Then I used a "Challenge of Champions" adventure as a means of getting all four PCs ushered into the Greyhawk Adventurers Guild, and we assumed that the other (original) three PCs had also entered and placed well enough to be invited in. At that point, having played her first ever PC through six levels, my friend's wife was comfortable enough with the game that we let her roll up a new 6th-level PC so that everybody would have two PCs. Finally, I decided that all Guild members wear a distinctive Guild ring that allows them to teleport back to their Guild HQ at will, once a day. In addition, if you touch your Guild ring to the ring of someone who's just "binked" back (that's the term we use), you can "lock into their previous coordinates" and teleport to the place they just binked in from. End result: if you're playing an adventure and your PC gets into too much trouble, he can bink back to HQ and you can swap that PC out for your other one. It comes in very handy when you find yourself poisoned without a means of undoing it at the moment, or extremely low on hit points without a healer at hand, or sometimes just to bring in a PC more suited to the task at hand. (Like you find yourselves surrounded by undead - out binks the rogue, and in binks the cleric.) The Guild rings' limitations are as follows: they can each be used only once per day (either binking in or binking out), and they only work on the prime material plane. As the PCs have gained higher levels (and find themselves on other planes of existence more often), the rings are occasionally useless for an adventure or two. Still, they started out as "crutches" for our two brand-new-to-RPG players (my co-worker's wife and son) - to help them avoid getting their PCs killed in a crisis situation - and have ended up being a very useful addition to the overall feel of the campaign. (We've even had a few PC deaths, and the rings are useful in teleporting the body immediately back to HQ, if they can be activated by another PC, allowing the player to continue playing the session with his or her other PC). Johnathan [/QUOTE]
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