alsih2o
First Post
so, i am running a tuesday night online game. i have recruited players form these boards and i have been impressed by their character creation and backstories. except....
i specifically sent out a cultural history explaining that this state is run by a theocracy, AND pointed out that they would be headed into the wilds, far from home, where only bad guys roam. and none of them chose to play a cleric.
in review- theocracy, leaving hoem and healing behind, no cleric.
now, i firmly believe that it is the d.m.'s job to make the campaign fit the characters (or at least, in this scenario i am trying to handle ot that way) and am wondering if anyone has any great suggestions for dealing wiht making healing available to the brave men and women leaving for the frontier.
i specifically sent out a cultural history explaining that this state is run by a theocracy, AND pointed out that they would be headed into the wilds, far from home, where only bad guys roam. and none of them chose to play a cleric.
in review- theocracy, leaving hoem and healing behind, no cleric.
now, i firmly believe that it is the d.m.'s job to make the campaign fit the characters (or at least, in this scenario i am trying to handle ot that way) and am wondering if anyone has any great suggestions for dealing wiht making healing available to the brave men and women leaving for the frontier.