Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Need a safety net for 1st level characters -- it's complicated
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sword of Spirit" data-source="post: 6773291" data-attributes="member: 6677017"><p>Let me roll back the window a bit (this won't ruin anything for my players, because we'll be talking about it next week). This is intended to be my biggest, longest running, "campaign to end all campaigns." In order to make sure the players get maximum enjoyment, we are going to have a discussion before character creation wherein certain aspects of character creation are discussed. I'm going to ask them things like, "what has traditionally been your favorite character (or type of character) to play?" "if you could only ever play one D&D character again, no matter how many campaigns you play them in, who would it be?" You know how some people will recreate or adapt the same character concept--often with the same name--in a variety of video games or such? That's the character they're going to be playing in this campaign. The one they always identify with and will never get permanently sick of playing. This is going to be an ongoing "Sim Adventurer" game, rather than a specific storyline (though there is a metaplot in the background), and they need to feel invested.</p><p></p><p>Players are free to change their mind on their character, removing one and adding another in if they so choose. But unless they choose to do so, part of the premise of this campaign is that they are guaranteed the opportunity to play their personal iconic character until the end of the campaign (somewhere in the misty future).</p><p></p><p>Their character might end up out of action for a while though. That's a meaningful consequence for failure.</p><p></p><p></p><p></p><p>As a correction, "dead characters stay dead" is not a consequence that is part of the game. Meaningful consequences doesn't mean permanent (at least in that sense). It means meaningful setbacks (time, money, story elements, or things of personal value to the characters).</p><p></p><p>In addition, the concepts are not contradictory. Limited "consequence-free" safety net was probably a poor phrasing on my part, because there is a consequence--it is a limited, non-renewable resource, so the consequence for using it up is that now you are into the area where consequences are bigger. It would perhaps be better phrases as "gradiated consequences." The limited safety net helps the gradiation start smaller.</p><p></p><p></p><p></p><p>I haven't, and I'm not sure whether I'd enjoy it or not.</p><p></p><p></p><p></p><p>Very true. Solo monsters are not viable in 5e...except at very low levels. <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>Absolutely. It requires a lot of trust in a GM.</p><p></p><p></p><p></p><p>It depends on the mood of the story, and whether or not there is going to be a sequel.</p><p></p><p></p><p></p><p>Yep. I love doing this, so I see it more as an opportunity that a burden.</p><p></p><p></p><p></p><p>Good point. It is an imperfect analogy (like most) designed to illustrate the way a story can take a major and "dark" detour and still get to a heroic end.</p><p></p><p></p><p></p><p>Sort of. The "story" is about the characters exploring and interacting with a world, while a major overarcing story or metaplot is going on in the background, which they will in some cases be drawn into regardless of their choices, but otherwise have freedom to decide how much they want to interact with it.</p><p></p><p></p><p></p><p>Perma-death is <em>not</em> an option--that's part of the point, trying to figure out the most satisfying way to balance a few different goals. I think I must have been unclear at some point, since you aren't the only one who got that impression.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6773291, member: 6677017"] Let me roll back the window a bit (this won't ruin anything for my players, because we'll be talking about it next week). This is intended to be my biggest, longest running, "campaign to end all campaigns." In order to make sure the players get maximum enjoyment, we are going to have a discussion before character creation wherein certain aspects of character creation are discussed. I'm going to ask them things like, "what has traditionally been your favorite character (or type of character) to play?" "if you could only ever play one D&D character again, no matter how many campaigns you play them in, who would it be?" You know how some people will recreate or adapt the same character concept--often with the same name--in a variety of video games or such? That's the character they're going to be playing in this campaign. The one they always identify with and will never get permanently sick of playing. This is going to be an ongoing "Sim Adventurer" game, rather than a specific storyline (though there is a metaplot in the background), and they need to feel invested. Players are free to change their mind on their character, removing one and adding another in if they so choose. But unless they choose to do so, part of the premise of this campaign is that they are guaranteed the opportunity to play their personal iconic character until the end of the campaign (somewhere in the misty future). Their character might end up out of action for a while though. That's a meaningful consequence for failure. As a correction, "dead characters stay dead" is not a consequence that is part of the game. Meaningful consequences doesn't mean permanent (at least in that sense). It means meaningful setbacks (time, money, story elements, or things of personal value to the characters). In addition, the concepts are not contradictory. Limited "consequence-free" safety net was probably a poor phrasing on my part, because there is a consequence--it is a limited, non-renewable resource, so the consequence for using it up is that now you are into the area where consequences are bigger. It would perhaps be better phrases as "gradiated consequences." The limited safety net helps the gradiation start smaller. I haven't, and I'm not sure whether I'd enjoy it or not. Very true. Solo monsters are not viable in 5e...except at very low levels. :) Absolutely. It requires a lot of trust in a GM. It depends on the mood of the story, and whether or not there is going to be a sequel. Yep. I love doing this, so I see it more as an opportunity that a burden. Good point. It is an imperfect analogy (like most) designed to illustrate the way a story can take a major and "dark" detour and still get to a heroic end. Sort of. The "story" is about the characters exploring and interacting with a world, while a major overarcing story or metaplot is going on in the background, which they will in some cases be drawn into regardless of their choices, but otherwise have freedom to decide how much they want to interact with it. Perma-death is [I]not[/I] an option--that's part of the point, trying to figure out the most satisfying way to balance a few different goals. I think I must have been unclear at some point, since you aren't the only one who got that impression. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Need a safety net for 1st level characters -- it's complicated
Top