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New Players same level as Current Players?
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<blockquote data-quote="the Jester" data-source="post: 6809397" data-attributes="member: 1210"><p>For my campaign, it's the sandbox aspect. My game is currently set in a city- the last (known) city that's civilized. The situation is pretty unsustainable, with a ton of dangerous tribes of goblinoids, lizardfolk, orcs, gnolls, etc in the surrounding areas. The players eventually end up with 'stables' of characters as different groups arise and adventure. For instance, the guy who plays Buford, the fighter I mentioned in my post above, also plays Haji (a monk 7, currently deep in the local megadungeon with another party) and Bling (a cleric 13, just <em>plane shifted</em> with his party to Pandemonium to try to rescue a pc who drew the donjon from a Deck of Many Things). The players who run Morsado and Seraphine are, respectively, someone who only lives in the area part time and the newest player in the group she's' in; they both only have one because that's how circumstances have worked out. Sometimes they swap pcs around; the guy playing Haji and Bling recently swapped the groups they are adventuring with because Bling has a 'condition' and the party Haji was in had the city's only registered and licensed necromancer. Upon hearing about him, Bling sought him out, while Haji went off to engage in a different adventure. </p><p></p><p>Each pc only has what he or she has earned in play (or in downtime). Each pc develops separately (though usually alongside) the rest and has his or her own adventures. It adds depth to the setting, and helps the players feel like their characters are in a big place with lots going on (one pc might be engaged in the army's politics, while another might be ensconced in a local noble house or work for one of the dwarven factions). The monk paths have rival monasteries and act like rival monasteries would in a kung fu flick, so they might be caught up in agendas completely outside those of other groups. Some pcs are tied in to the bankers' guild, to the secret society called the Illuminati, etc. Like I saidupthread, I focus on setting, and the 'stable of pcs' effect feeds into that. And my players seem to love it. Early on in the 5e lifespan, several of them expressed doubt about the whole ES@1 idea, but since they've seen it in play nobody has had any issues with it.</p></blockquote><p></p>
[QUOTE="the Jester, post: 6809397, member: 1210"] For my campaign, it's the sandbox aspect. My game is currently set in a city- the last (known) city that's civilized. The situation is pretty unsustainable, with a ton of dangerous tribes of goblinoids, lizardfolk, orcs, gnolls, etc in the surrounding areas. The players eventually end up with 'stables' of characters as different groups arise and adventure. For instance, the guy who plays Buford, the fighter I mentioned in my post above, also plays Haji (a monk 7, currently deep in the local megadungeon with another party) and Bling (a cleric 13, just [i]plane shifted[/i] with his party to Pandemonium to try to rescue a pc who drew the donjon from a Deck of Many Things). The players who run Morsado and Seraphine are, respectively, someone who only lives in the area part time and the newest player in the group she's' in; they both only have one because that's how circumstances have worked out. Sometimes they swap pcs around; the guy playing Haji and Bling recently swapped the groups they are adventuring with because Bling has a 'condition' and the party Haji was in had the city's only registered and licensed necromancer. Upon hearing about him, Bling sought him out, while Haji went off to engage in a different adventure. Each pc only has what he or she has earned in play (or in downtime). Each pc develops separately (though usually alongside) the rest and has his or her own adventures. It adds depth to the setting, and helps the players feel like their characters are in a big place with lots going on (one pc might be engaged in the army's politics, while another might be ensconced in a local noble house or work for one of the dwarven factions). The monk paths have rival monasteries and act like rival monasteries would in a kung fu flick, so they might be caught up in agendas completely outside those of other groups. Some pcs are tied in to the bankers' guild, to the secret society called the Illuminati, etc. Like I saidupthread, I focus on setting, and the 'stable of pcs' effect feeds into that. And my players seem to love it. Early on in the 5e lifespan, several of them expressed doubt about the whole ES@1 idea, but since they've seen it in play nobody has had any issues with it. [/QUOTE]
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