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Need some advice on homebrew campaign
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<blockquote data-quote="Celebrim" data-source="post: 6490463" data-attributes="member: 4937"><p>It doesn't matter what you do, the most important thing about your campaign is you have 8 players. That will determine your style of play far more than anything else. </p><p></p><p>0) It sounds like you've already figured out that you need to run a tight ship. If you are DMing 1-2 guys, they are basically your peers and it hardly matters. If you are DMing 8 people, you are the boss. Period. Otherwise, no one has fun. </p><p>1) You'll practically need a rule that you can't split the party without permission. If all 8 players go in different directions, congratulations, you've just inherited 8 different campaigns. </p><p>2) You won't be able to focus on any one player's individual story. Forget about low melodrama and character exploration and all that high concept nar stuff. That really only works if you have 2-3 players. Even 4 is stretching it a bit. Your group doesn't have time to bounce spot light between players and work out who everyone is in any sort of formal way. </p><p>3) I'll be really surprised if the group doesn't develop internal conflicts. About half the parties I've seen of this side end up with two sides plotting against each other.</p><p>4) You have definitely not picked the easiest sort of plot to deal with large groups. Get them in the wilderness! Get them in a dungeon!! It's bad enough always having 8 PC's on the board and 4-8 monsters during combat. If things start multiplying with henchmen and allies and stuff, you'll have to drop 3e and switch to a mass combat system or accept you're only getting one combat done per session. Think about the problems that come to Robert Jordan and GRR Martin with multiplying characters. </p><p></p><p>So, the party has just cheesed off the occupying power, and will soon be wanted criminals. Worse, they've probably cheesed of the city that just surrendered, because by the laws normally used in land warfare, if they don't cooperate in finding you and bringing you to justice the whole surrender thing is null and void and occupying power can pretty much raze the city and put its inhabitants to the sword. The party needs transportation and the occupying power will certainly be watching the usual roads and ports. So, what you need here is decide whether being rebels fighting a guerrilla war is what your party wants to do and if so give it to them, or if not to introduce a deus ex machine in the form of a sympathetic NPC to put them back on the path the party as a whole will be happier with. Once they fight off a enough mooks that they get a breather (and are convinced this is not what they wanted), introduce a Robin Hood or Scarlett Pimpernell type resistance figure who feels the city shouldn't have surrendered without fight. He's impressed with the party and hopes they'll join his band of 'merry men' and battle tyranny. If they decline, then he offers to help get them out of the area (aboard a smuggler's ship who is a friend - think Han Solo, etc.) in exchange for a favor to be repaid later (hook to be left if you need it).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6490463, member: 4937"] It doesn't matter what you do, the most important thing about your campaign is you have 8 players. That will determine your style of play far more than anything else. 0) It sounds like you've already figured out that you need to run a tight ship. If you are DMing 1-2 guys, they are basically your peers and it hardly matters. If you are DMing 8 people, you are the boss. Period. Otherwise, no one has fun. 1) You'll practically need a rule that you can't split the party without permission. If all 8 players go in different directions, congratulations, you've just inherited 8 different campaigns. 2) You won't be able to focus on any one player's individual story. Forget about low melodrama and character exploration and all that high concept nar stuff. That really only works if you have 2-3 players. Even 4 is stretching it a bit. Your group doesn't have time to bounce spot light between players and work out who everyone is in any sort of formal way. 3) I'll be really surprised if the group doesn't develop internal conflicts. About half the parties I've seen of this side end up with two sides plotting against each other. 4) You have definitely not picked the easiest sort of plot to deal with large groups. Get them in the wilderness! Get them in a dungeon!! It's bad enough always having 8 PC's on the board and 4-8 monsters during combat. If things start multiplying with henchmen and allies and stuff, you'll have to drop 3e and switch to a mass combat system or accept you're only getting one combat done per session. Think about the problems that come to Robert Jordan and GRR Martin with multiplying characters. So, the party has just cheesed off the occupying power, and will soon be wanted criminals. Worse, they've probably cheesed of the city that just surrendered, because by the laws normally used in land warfare, if they don't cooperate in finding you and bringing you to justice the whole surrender thing is null and void and occupying power can pretty much raze the city and put its inhabitants to the sword. The party needs transportation and the occupying power will certainly be watching the usual roads and ports. So, what you need here is decide whether being rebels fighting a guerrilla war is what your party wants to do and if so give it to them, or if not to introduce a deus ex machine in the form of a sympathetic NPC to put them back on the path the party as a whole will be happier with. Once they fight off a enough mooks that they get a breather (and are convinced this is not what they wanted), introduce a Robin Hood or Scarlett Pimpernell type resistance figure who feels the city shouldn't have surrendered without fight. He's impressed with the party and hopes they'll join his band of 'merry men' and battle tyranny. If they decline, then he offers to help get them out of the area (aboard a smuggler's ship who is a friend - think Han Solo, etc.) in exchange for a favor to be repaid later (hook to be left if you need it). [/QUOTE]
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