Module Idea-Your opinions

I've an idea for a module and wanted some feedback. :)

First thing, players don't roll up characters (it would be a 1st level mod) but end up answering various questions that determines their class.

Second thing, turns out they're not playing the typical classes, but my version of the classes-- and they don't know what abilities are gained upon gaining levels.

Third thing, the players are given a mystery right off the bat. Who are they, where are they, and why is something horrible after them....


Whadda Think?

joe b.
 

log in or register to remove this ad

The idea has possibilities, especially if you have players who are willing to trust you. Many players enjoy controlling their character and planning for the next feat or the next magic item they will make. If your players are of this sort, perhaps you could design the classes so they could help flesh out the features as you go along. This might help the players invest more in the characters if the module is the starting part of a larger campaign.

The pacing of the adventure could be the key. It's good they have an adversary right off the bat. Forcing them to investigate on the move could make for a great adventure.
 


How can a PC not know what abilities they gain when they level up? Aren't they working on those abilities all along and then when they finally become statistically relevant (at level up) they gain them for actual game use? If they are granted class abilities through some magical means I can see them not knowing - otherwise I don't really like it from a "realism" standpoint.
 

If your players are flexible, then this kind of thing can be very cool. I've just started a new campaign using the "Nameless Legion" concept from a recent Dragon Magazine. The players are all recruits in an interdimensional mercenary company that erases the memories of its soldiers. To start out I just pre-generated twenty or so pc's and in the first session offered players a choice based on a simple race and class description (troll fighter, tiefling psion etc). The pool of characters that aren't taken can be used in future sessions. If someone wants to bring their own character along they can do that too.

We're two sessions in and everyone's loving it!

IME players love some variation every now and then.
 

doesn't sound good

I can't see this thing as likely to work. The players are getting the class you want to give them, not the class they want. Your new classes are almost certainly flawed, and the mystery start is hard to pull off in the best of cases.

Unless your players are eager to try this, forget it.
 


To answer a few questions...

It would be for publication.

The players would know the abilities they possess, but not what abilities they would get for leveling up in a certain class.

My new classes will be flawed, but unlike the standard classes flaws, the players will have a more difficult time exploiting them because they can't go "if i take this class, this feat, than that class, and then this Prc i can smackdown."

It would be the beginning of a campaign designed to introduce the players to a new campaign setting.


thanks for the comments so far,

joe b.
 

I would love to give something like that a spin.

My players would totally go for it too; the last time they got upset with me was when I was letting the rules get in the way and didn't fiat something.
 

A buddy of mine is in a game now where he had to answer questoins to determine his class. He aimed for theif and got druid. He was steamed but he learned to enjoy the character.

Beyond that caveat I think it's a great idea! And twists to introductory adventures are always nice.
 

Remove ads

Top