I gave a little, and now they want...

Telperion said:
Hm..I don't suppose it would be too much to allow their party Wizard to create a new spell called: Summon Lackey (Conjuration [calling]) Sor/Wiz 5.
Eh depends on the lackey :p :) Or they could just use the Summon Creature spells from R&R2.

But hey if it's cool with you, that's fine. Again if he needs a Pr-class list with a short description, you know where to look.
 

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Pagan priest said:
Having a one hundred page gazeteer sounds interesting, I could not imagine actually getting any of the players in my current campaign to read more than 2 pages.
There are tricks to this, in fact...

1. A summary. If it's longer than 2-3 pages, forget it; Abridged > Summary.

2. Include references to historical events and places in racial descriptions.

3. Add more detail to regional hand-outs, taking a close-up of what's happened there as opposed to everywhere.

4. Index it so that when a Player asks, "what was [such and such]?" you can just toss out a page number.

5. Be patient. Familiarity will come with relevance. If it isn't important to the current (or past) plotlines, don't expect them to know it. If it is relevant, point them to it (EX: At the end of a session, when the PCs finally find the ancient mountain-top temple and clearly see the runes upon the stone gates, the GM says "Read the section on [Insert Ancient Villainous Deity]." The players should return the next session aware of the doom they have stumbled upon...)

6. Be thankful when they do know it. Reward for it in little ways that don't stand out dramatically or increase power over the other PCs. It is particularly pleasing when one player is giving the rest of the players a history lesson.

If the campaign stands the test of time (say 5+ years as a round figure), more will read it than not. If it doesn't last that long, than it was probably over-cooked to begin with.
 

Pagan priest said:
Having a one hundred page gazeteer sounds interesting, I could not imagine actually getting any of the players in my current campaign to read more than 2 pages.
There are tricks to this, in fact...

1. A summary. If it's longer than 2-3 pages, forget it; Abridged > Summary.

2. Include references to historical events and places in racial descriptions.

3. Add more detail to regional hand-outs, taking a close-up of what's happened there as opposed to everywhere.

4. Index it so that when a Player asks, "what was [such and such]?" you can just toss out a page number.

5. Be patient. Familiarity will come with relevance. If it isn't important to the current (or past) plotlines, don't expect them to know it. If it is relevant, point them to it (EX: At the end of a session, when the PCs finally find the ancient mountain-top temple and clearly see the runes upon the stone gates, the GM says "Read the section on [Insert Ancient Villainous Deity]." The players should return the next session aware of the doom they have stumbled upon...)

6. Be thankful when they do know it. Reward for it in little ways that don't stand out dramatically or increase power over the other PCs. It is particularly pleasing when one player is giving the rest of the players a history lesson.

If the campaign stands the test of time (say 5+ years as a round figure), more will read it than not. If it doesn't last that long, than it was probably over-cooked to begin with.
 

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