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I have too many players and not enough ideas, please help!
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<blockquote data-quote="dvvega" data-source="post: 1966396" data-attributes="member: 524"><p>If you're concerned about level-balance, a 6 character party has +1 EL. That is if they're all 1st level they are a party of EL 2 not 1 as would be a normal 4 character group.</p><p></p><p>Thus a CR 2 encounter/trap etc is a standard challenge for 6, but a slightly difficult one for 4 characters.</p><p></p><p>As for plots etc ... if they like you because of the roleplaying and not the kick in the door, then go with that. It is easily the best way. I find if you let players get into their roles and start roleplaying without asking for rulings and looking to you to nose-lead them it is fantastic. I've run sessions where I've only had to look up a die result for a player and roleplay NPCs and not lift a finger as the players went happily along their roleplaying ways.</p><p></p><p>Take the "monster of the day" idea but make it the socio-political topic of the day. Introduce into the campaign/session and let the players talk it out, roleplay with your NPCs etc, with a fight or two thrown in VOILA.</p><p></p><p>It is the way I start my camapaigns and sessions. Then when players want a bit of thumping I give them the thumping chances.</p><p></p><p>For example: </p><p></p><p>NPC's daughter has been kidnapped, no one knows anything. Party begins to investigate - its all roleplaying while interrogating witnesses etc, some rolling of dice for skills, etc. No fights. This could fill in a complete session. You assign each clue-hunt a CR.</p><p></p><p>They stumble across a lowly thug who kidnapped the girl, they attack. If they capture/iterrogate him or search his place they find its a kidnapping sideline of a drug ring. Then the moral complications begin to surface. Do they stop the evil drug ring? Do they just rescue the girl because that's what they were paid for? Etc. Another session over.</p><p></p><p>Then later on if they didn't stop the ring, it could grow and become a power in the city ... something like that.</p><p></p><p>D</p></blockquote><p></p>
[QUOTE="dvvega, post: 1966396, member: 524"] If you're concerned about level-balance, a 6 character party has +1 EL. That is if they're all 1st level they are a party of EL 2 not 1 as would be a normal 4 character group. Thus a CR 2 encounter/trap etc is a standard challenge for 6, but a slightly difficult one for 4 characters. As for plots etc ... if they like you because of the roleplaying and not the kick in the door, then go with that. It is easily the best way. I find if you let players get into their roles and start roleplaying without asking for rulings and looking to you to nose-lead them it is fantastic. I've run sessions where I've only had to look up a die result for a player and roleplay NPCs and not lift a finger as the players went happily along their roleplaying ways. Take the "monster of the day" idea but make it the socio-political topic of the day. Introduce into the campaign/session and let the players talk it out, roleplay with your NPCs etc, with a fight or two thrown in VOILA. It is the way I start my camapaigns and sessions. Then when players want a bit of thumping I give them the thumping chances. For example: NPC's daughter has been kidnapped, no one knows anything. Party begins to investigate - its all roleplaying while interrogating witnesses etc, some rolling of dice for skills, etc. No fights. This could fill in a complete session. You assign each clue-hunt a CR. They stumble across a lowly thug who kidnapped the girl, they attack. If they capture/iterrogate him or search his place they find its a kidnapping sideline of a drug ring. Then the moral complications begin to surface. Do they stop the evil drug ring? Do they just rescue the girl because that's what they were paid for? Etc. Another session over. Then later on if they didn't stop the ring, it could grow and become a power in the city ... something like that. D [/QUOTE]
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