I'm in shock!
I walked into a one-shot game with some friends and found out the only game they could agree on playing was DnD (no shock, there.)
The guy who wanted to DM, though, must have been planning this all week becasue he set down some fairly strict guidelines for character creation. First was that we could be humans and half-elven teenagers only, the demi-races were insular and only dealt with the villages when trading. The second was that we could use the 3 core rule books only. We also had to spend at least one skill point in a Craft/Knowledge/or Profession skill to demonstrate the livelihood our parents were teaching us. (though I spent two points, one on Seamanship and another on gambling), and we had a limited supply of arms and armor handed to us, instead of being bought.
And while we did have a minor out of game argument between some players (personality issues), the players exhibited some surprising tendcies by sticking to the guidelines (no whinning about what they were missing from "X" book, WotC or otherwise) and the guys playing fighter types acutally discussed who was taking what feats so there would be some inherent teamwork invovled. As per ususal with this group, no one took cleric.
With that in mind, character creation for the whole group took an hour (including a snacks run) and I introduced more people (who've played DnD 3.x for years) to the "starting packages" in the class entries. (In hindsight, I have to admit things still could have gotten a little complicated since no one thought about using the PrCs in the DMG. And I did learn later our wizard PC was a 0/0 something.)
From there, our group decided to find out who was stealing from the town's mayor, even though he told us to go home. Even his law-abiding son couldn't resist the lure of adventure (paladin). The sons of the herbalist and alchemist (sorcerer and wizard) micheviously tried to spook us more by hiding their Presitdigation spells from us when they made reptilian tracks glow in the dark.
The odd boy from the hut far from the village (the ranger) also got to say "I told you so" when the rest of us ran for our stolen weapons laid out in a hut. The "hut" was set on fire by some local kobolds (the thieves). We chased them only long enough to get a few corpses for proof of our grand adventure and enough damage from a few well-hidden pit traps.
All in all, a quick fun game that people are already asking for the GM to continue as a campaign. Compared to the last DnD game I was in where we were allowed all the races and any book with the "Dungeons and Dragons" logo, it got to the point where I quit because the game felt more like a grind with endless rules debates and a GM who felt like he had to throw armies at us as a balanced "encounter." I guess my take aways from this are:
* It's hard to beat a focused concept and players willing to work with the concept
* Less can be more
* Players don't have to be indulged with dozens of options to be entertained
I walked into a one-shot game with some friends and found out the only game they could agree on playing was DnD (no shock, there.)
The guy who wanted to DM, though, must have been planning this all week becasue he set down some fairly strict guidelines for character creation. First was that we could be humans and half-elven teenagers only, the demi-races were insular and only dealt with the villages when trading. The second was that we could use the 3 core rule books only. We also had to spend at least one skill point in a Craft/Knowledge/or Profession skill to demonstrate the livelihood our parents were teaching us. (though I spent two points, one on Seamanship and another on gambling), and we had a limited supply of arms and armor handed to us, instead of being bought.
And while we did have a minor out of game argument between some players (personality issues), the players exhibited some surprising tendcies by sticking to the guidelines (no whinning about what they were missing from "X" book, WotC or otherwise) and the guys playing fighter types acutally discussed who was taking what feats so there would be some inherent teamwork invovled. As per ususal with this group, no one took cleric.
With that in mind, character creation for the whole group took an hour (including a snacks run) and I introduced more people (who've played DnD 3.x for years) to the "starting packages" in the class entries. (In hindsight, I have to admit things still could have gotten a little complicated since no one thought about using the PrCs in the DMG. And I did learn later our wizard PC was a 0/0 something.)
From there, our group decided to find out who was stealing from the town's mayor, even though he told us to go home. Even his law-abiding son couldn't resist the lure of adventure (paladin). The sons of the herbalist and alchemist (sorcerer and wizard) micheviously tried to spook us more by hiding their Presitdigation spells from us when they made reptilian tracks glow in the dark.
The odd boy from the hut far from the village (the ranger) also got to say "I told you so" when the rest of us ran for our stolen weapons laid out in a hut. The "hut" was set on fire by some local kobolds (the thieves). We chased them only long enough to get a few corpses for proof of our grand adventure and enough damage from a few well-hidden pit traps.
All in all, a quick fun game that people are already asking for the GM to continue as a campaign. Compared to the last DnD game I was in where we were allowed all the races and any book with the "Dungeons and Dragons" logo, it got to the point where I quit because the game felt more like a grind with endless rules debates and a GM who felt like he had to throw armies at us as a balanced "encounter." I guess my take aways from this are:
* It's hard to beat a focused concept and players willing to work with the concept
* Less can be more
* Players don't have to be indulged with dozens of options to be entertained