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If not death, then what?
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<blockquote data-quote="James Gasik" data-source="post: 8711284" data-attributes="member: 6877472"><p>I have decided for my next campaign to pitch the idea for players to make three characters, and switch between them between adventures, as well as use milestone leveling, so after all three characters go on an adventure each, they all level up.</p><p></p><p>This way, even if one dies, you can switch to another character that is "yours" that you have been playing (and we can introduce a replacement at an appropriate time later).</p><p></p><p>I'll also insist all characters in a player's "character tree" know each other, and arrange for all the characters to end up working for the same patron who presents them with missions so the can mix and match parties from time to time, so everyone can develop a working relationship with one another.</p><p></p><p>I'm still debating on non-death setbacks as well, the "three daggers" idea from earlier in the thread sounds pretty neat as well. Actually asking the players to come up with things that matter to their character. It really comes down to what they feel is ok.</p><p></p><p>Thinking about Micah Sweet's comments, I think the best approach is for death to be on the line <strong>some </strong>of the time, but not necessarily <strong>all </strong>of the time.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8711284, member: 6877472"] I have decided for my next campaign to pitch the idea for players to make three characters, and switch between them between adventures, as well as use milestone leveling, so after all three characters go on an adventure each, they all level up. This way, even if one dies, you can switch to another character that is "yours" that you have been playing (and we can introduce a replacement at an appropriate time later). I'll also insist all characters in a player's "character tree" know each other, and arrange for all the characters to end up working for the same patron who presents them with missions so the can mix and match parties from time to time, so everyone can develop a working relationship with one another. I'm still debating on non-death setbacks as well, the "three daggers" idea from earlier in the thread sounds pretty neat as well. Actually asking the players to come up with things that matter to their character. It really comes down to what they feel is ok. Thinking about Micah Sweet's comments, I think the best approach is for death to be on the line [B]some [/B]of the time, but not necessarily [B]all [/B]of the time. [/QUOTE]
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