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My Next Campaign - I have some ideas, wanna help me out?
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<blockquote data-quote="fba827" data-source="post: 4889872" data-attributes="member: 807"><p>This is just initial thoughts after a first read through...</p><p></p><p>I'm kind of rambling here, so apologies for not being more coherent. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p></p><p>Overall, yes, I would find it fun. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Nice work.</p><p></p><p>One thing jumped out at me as I read it ...</p><p>at the start, do not have Bob actually approach the individual PCs.</p><p>a) you'll have PCs that try to follow him (or maybe even attack him!) there is just too much chance for the unknown to happen</p><p>b) it just sounds like such a typical setup "I have something important to tell you but can't tell you right now ..."</p><p>So, instead, have them each receive a letter. Perhaps at each of their respective homes, or as each of them is passing through town.</p><p>OR maybe Bob has access to "Animal Messenger" to deliver the message to the scattered PCs.</p><p></p><p></p><p></p><p></p><p>for the paragon tier discovery of hidden power that you mention, you may want to just have it be the equivalent of a magic item type power (perhaps even taking up a magic item slot?) ...</p><p>Of just have them treat an item as a particular magical bonus of appropriate level (i.e. let's say one of the PCs was a pyromancer in a past life therefore anytime he wields a weapon it's treated as a flaming sword (or whatever) of the same level as the PC</p><p></p><p>also, you have a LOT of people who are on these lists (which is a good thing -- it could account for future replacement PCs if one dies!) but then it begs the question, why these specific individuals? Is it just a natural yet selective thing? Or perhaps all these individuals were (in a past life) part of a particular society/city. Maybe that society was cursed and so people want them dead (to avoid the curse) or studied (to understand the inherent magic involved in their past life transference).</p><p></p><p>Do your players generally pick human and the like? If so, perhaps everyone on the list is the same age (which would further play in to the theory that they were all part of some older civilization, perhaps it was destroyed by a magical meteor and after a century the stars were aligned with the astral sea to allow their spirits to return to the mortal plane). This gets a little hard to do if the players pick long-lived races etc since that makes age-matching more difficult.</p><p></p><p></p><p></p><p></p><p>I am a player in a campaign where we are part of a crew on an airship. The crew size is around 15. At some point, yes, we did want/need to know who the NPCs on board were (we had to figure out who we trusted to be in charge and what not). However, the flipside of it was that it did add a little extra complexity, turning in to a human resource management type exercise when we (the PCs) had to make decisions in the captain's absence.</p><p></p><p>And then (because we are wuss PCs that always seem to want help from outsiders <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) we would occasionally ask if any of the regular crew could come help us fight.</p><p></p><p>So I don't know how big of a crew you'll have, but if the PCs will ever have to make command decisions then it could get a little tedious (though, if your players enjoy that sort of thing, but all means, go for it!!!!)</p><p>Also, you'll have to decide how many (if any) are 'combat capable' and expect that feature to get exploited by your PCs once they become aware of it.</p><p></p><p>Also, be prepared to have one ship to ship combat. And at least one ship to creature combat. Both are inevitable to do at least once, but don't overdue it beyond that. If you do either of these though, ship size specs become more and more important (if there is a balloon sack like a blimp on the ship, then how high is the top of the sack relative to the deck, etc since some fighting may occur up there and so on).</p><p></p><p></p><p></p><p></p><p>Anyway, if I think of other stuff, i'll add it later.</p></blockquote><p></p>
[QUOTE="fba827, post: 4889872, member: 807"] This is just initial thoughts after a first read through... I'm kind of rambling here, so apologies for not being more coherent. :) Overall, yes, I would find it fun. :) Nice work. One thing jumped out at me as I read it ... at the start, do not have Bob actually approach the individual PCs. a) you'll have PCs that try to follow him (or maybe even attack him!) there is just too much chance for the unknown to happen b) it just sounds like such a typical setup "I have something important to tell you but can't tell you right now ..." So, instead, have them each receive a letter. Perhaps at each of their respective homes, or as each of them is passing through town. OR maybe Bob has access to "Animal Messenger" to deliver the message to the scattered PCs. for the paragon tier discovery of hidden power that you mention, you may want to just have it be the equivalent of a magic item type power (perhaps even taking up a magic item slot?) ... Of just have them treat an item as a particular magical bonus of appropriate level (i.e. let's say one of the PCs was a pyromancer in a past life therefore anytime he wields a weapon it's treated as a flaming sword (or whatever) of the same level as the PC also, you have a LOT of people who are on these lists (which is a good thing -- it could account for future replacement PCs if one dies!) but then it begs the question, why these specific individuals? Is it just a natural yet selective thing? Or perhaps all these individuals were (in a past life) part of a particular society/city. Maybe that society was cursed and so people want them dead (to avoid the curse) or studied (to understand the inherent magic involved in their past life transference). Do your players generally pick human and the like? If so, perhaps everyone on the list is the same age (which would further play in to the theory that they were all part of some older civilization, perhaps it was destroyed by a magical meteor and after a century the stars were aligned with the astral sea to allow their spirits to return to the mortal plane). This gets a little hard to do if the players pick long-lived races etc since that makes age-matching more difficult. I am a player in a campaign where we are part of a crew on an airship. The crew size is around 15. At some point, yes, we did want/need to know who the NPCs on board were (we had to figure out who we trusted to be in charge and what not). However, the flipside of it was that it did add a little extra complexity, turning in to a human resource management type exercise when we (the PCs) had to make decisions in the captain's absence. And then (because we are wuss PCs that always seem to want help from outsiders ;) ) we would occasionally ask if any of the regular crew could come help us fight. So I don't know how big of a crew you'll have, but if the PCs will ever have to make command decisions then it could get a little tedious (though, if your players enjoy that sort of thing, but all means, go for it!!!!) Also, you'll have to decide how many (if any) are 'combat capable' and expect that feature to get exploited by your PCs once they become aware of it. Also, be prepared to have one ship to ship combat. And at least one ship to creature combat. Both are inevitable to do at least once, but don't overdue it beyond that. If you do either of these though, ship size specs become more and more important (if there is a balloon sack like a blimp on the ship, then how high is the top of the sack relative to the deck, etc since some fighting may occur up there and so on). Anyway, if I think of other stuff, i'll add it later. [/QUOTE]
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