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<blockquote data-quote="Li Shenron" data-source="post: 2381665" data-attributes="member: 1465"><p>Assuming the players are the same, my key target would be to make this new campaign different than the previous. There's lots of tricks that one may consider to do this....</p><p></p><p>You can rehash the races (some <u>examples</u> ):</p><p>- ditch a race or two if they were too popular; or make it too powerful to be played without a high ECL (if you are bored by <u>elf</u> PCs but you still want elves in the world, you can make them much more powerful, and suddenly you won't have many PCs)</p><p>- make an underused race central to your setting (<u>gnomes</u>)</p><p>- introduce a couple of new races from the MM or somewhere else, and make them important to the setting (<u>goblins</u> or <u>kenku</u>)</p><p>- concentrate the campaign on a few monsters previously uncommon (<u>yuan-ti</u> or <u>rakshasa</u> ) or different from what they used to be (Warcraft <u>orcs</u>)</p><p></p><p>You can change the character creation rules:</p><p>- focus on regional benefits instead of racial benefits</p><p>- give everyone a chosen innate ability</p><p>- try out UA weapon groups instead of proficiencies</p><p>- ban a couple of base classes that were already perused, and replace them with a couple of new ones</p><p>- use spontaneous versions of all caster-types</p><p></p><p>You can use other rules variants and see what comes out of them:</p><p>- try a an AC/DR variant</p><p>- try a metamagic variant</p><p>- try an action-point system</p><p>- incorporate a single supplement and _enforce_ its use (e.g. Book of Exalted Deeds, Manual of the Planes, Seas of Blood, Codex Anathema)</p><p></p><p>There are so many options possible, but the key point is not to overuse them. If you always allow everything from every book, all your campaigns will have the same "vanilla" flavor. Now you can do this too, but concentrating on different themes is what makes campaign really different IMXP.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 2381665, member: 1465"] Assuming the players are the same, my key target would be to make this new campaign different than the previous. There's lots of tricks that one may consider to do this.... You can rehash the races (some [U]examples[/U] ): - ditch a race or two if they were too popular; or make it too powerful to be played without a high ECL (if you are bored by [U]elf[/U] PCs but you still want elves in the world, you can make them much more powerful, and suddenly you won't have many PCs) - make an underused race central to your setting ([U]gnomes[/U]) - introduce a couple of new races from the MM or somewhere else, and make them important to the setting ([U]goblins[/U] or [U]kenku[/U]) - concentrate the campaign on a few monsters previously uncommon ([U]yuan-ti[/U] or [U]rakshasa[/U] ) or different from what they used to be (Warcraft [U]orcs[/U]) You can change the character creation rules: - focus on regional benefits instead of racial benefits - give everyone a chosen innate ability - try out UA weapon groups instead of proficiencies - ban a couple of base classes that were already perused, and replace them with a couple of new ones - use spontaneous versions of all caster-types You can use other rules variants and see what comes out of them: - try a an AC/DR variant - try a metamagic variant - try an action-point system - incorporate a single supplement and _enforce_ its use (e.g. Book of Exalted Deeds, Manual of the Planes, Seas of Blood, Codex Anathema) There are so many options possible, but the key point is not to overuse them. If you always allow everything from every book, all your campaigns will have the same "vanilla" flavor. Now you can do this too, but concentrating on different themes is what makes campaign really different IMXP. [/QUOTE]
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