Terraism
Explorer
We'll be starting up a new campaign soon, after a long hiatus on my (the only one willing to DM) part, and the direction's going to be a bit different than normal. We're thinking somewhat 'reluctant heroes' - not morally ambiguous ones, but, rather, common village people thrown into doing what they need. Now, I'm not thinking too common, but more the type that'd be in the backwoods town for their entire life - someone who might, at sixty, finally make it to a sixth-level mage, or cleric, or... you get the idea? Not people who adventure, really, but just stay around town and help out with odd things. The village cleric, the hedge wizard, a minor pickpocket, that sort of thing. Of course, seeing as they'll be starting around their youth, plans for the future are going to be a little disrupted... heheh [Evil DM laugh.]
What this boils down to is starting the campaign with the PC's from the littlest part of the world, where not much goes on, and slowly moving them out into the broader reality - opening their eyes, so to speak. My question, then, is twofold - does anyone have any suggestions for realistically prodding the characters into taking action? Please note that the players are understanding - but we're trying to keep that backwoods feel to the characters; that sense of innocence that they wouldn't have growing up in the big, harsh, world. Now, the next part would be - how would you suggest classing the characters at first? I'm thinking apprentice levels of a NPC-class and a PC class would work in some cases - like and Expert/Wizard for the eventual mage, but the others... I'm not too sure. Should I just let them start at first level? My problem is, I guess, the ambiguity of 'first level.' They're not really wide-eyed with wonder at that point, but, at the same time... understand my problem? It's not one that I'm finding easy to explain, which is probably why I'm not coming up with a ready answer to it. Anyway, suggestions and advice would be useful.
Oh, by the way - the eventual goal of the players/characters is to approach the high levels, so this won't be a 'low level' campaign, but, at the same time, they'd like to retain that sense of concern for the 'little people.' At 20th level, I can still see them being motivated by concern for their home village - even after seeing the planes in all their glory, or some such.
What this boils down to is starting the campaign with the PC's from the littlest part of the world, where not much goes on, and slowly moving them out into the broader reality - opening their eyes, so to speak. My question, then, is twofold - does anyone have any suggestions for realistically prodding the characters into taking action? Please note that the players are understanding - but we're trying to keep that backwoods feel to the characters; that sense of innocence that they wouldn't have growing up in the big, harsh, world. Now, the next part would be - how would you suggest classing the characters at first? I'm thinking apprentice levels of a NPC-class and a PC class would work in some cases - like and Expert/Wizard for the eventual mage, but the others... I'm not too sure. Should I just let them start at first level? My problem is, I guess, the ambiguity of 'first level.' They're not really wide-eyed with wonder at that point, but, at the same time... understand my problem? It's not one that I'm finding easy to explain, which is probably why I'm not coming up with a ready answer to it. Anyway, suggestions and advice would be useful.
Oh, by the way - the eventual goal of the players/characters is to approach the high levels, so this won't be a 'low level' campaign, but, at the same time, they'd like to retain that sense of concern for the 'little people.' At 20th level, I can still see them being motivated by concern for their home village - even after seeing the planes in all their glory, or some such.
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