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introducing players to GT - recommendations?
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<blockquote data-quote="Rodrigo Istalindir" data-source="post: 1802482" data-attributes="member: 2810"><p>First of all, decide now what variants you want to use in your real campaign (eg 'Fewer Dead Heroes'). Some of these are very different than what your players are used to.</p><p></p><p>If you are going to let them make their own characters for the real campaign, let them go through the process once for the one-off. This is an area that is totally alien to those that have only been exposed to D&Ds class system. I'd suggest letting them make 4th level characters or so. That will let them experiment with how multiclassing works, and gives them a couple feats and talents to play with. Plus, they won't die as quickly.</p><p></p><p>For an adventure, maybe an X-Files type thing. That would let you bring in vehicle and firearm rules, as well as the new fear mechanics that will be pretty prevalent in a Cthulu influenced campaign.</p><p></p><p>Magic is the trickiest part. In a really low magic GT campaign, magic will be more like a supernatural class ability than the spellslinging they're used to, especially if they don't burn a bunch of talents on spellcasting. You'll also need to decide ahead of time what spells they will have access to and when. Perhaps give all of the characters some small 'psychic' power (detect evil, cure minor wounds, mage hand) and consider it a sort of psionic 'A' Team. This will get them used to spellcasting DCs and spell burn without them running the risk of killing themselves.</p><p></p><p>Damn, I've got to find a GT game to play in. This game is really starting to get a hold on me. Next thing you know I'll starting worshiping Nightfall and calling myself the self-appointed evangelist for Grim Tales <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /></p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 1802482, member: 2810"] First of all, decide now what variants you want to use in your real campaign (eg 'Fewer Dead Heroes'). Some of these are very different than what your players are used to. If you are going to let them make their own characters for the real campaign, let them go through the process once for the one-off. This is an area that is totally alien to those that have only been exposed to D&Ds class system. I'd suggest letting them make 4th level characters or so. That will let them experiment with how multiclassing works, and gives them a couple feats and talents to play with. Plus, they won't die as quickly. For an adventure, maybe an X-Files type thing. That would let you bring in vehicle and firearm rules, as well as the new fear mechanics that will be pretty prevalent in a Cthulu influenced campaign. Magic is the trickiest part. In a really low magic GT campaign, magic will be more like a supernatural class ability than the spellslinging they're used to, especially if they don't burn a bunch of talents on spellcasting. You'll also need to decide ahead of time what spells they will have access to and when. Perhaps give all of the characters some small 'psychic' power (detect evil, cure minor wounds, mage hand) and consider it a sort of psionic 'A' Team. This will get them used to spellcasting DCs and spell burn without them running the risk of killing themselves. Damn, I've got to find a GT game to play in. This game is really starting to get a hold on me. Next thing you know I'll starting worshiping Nightfall and calling myself the self-appointed evangelist for Grim Tales :eek: [/QUOTE]
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