takasi
First Post
I'm running a campaign with characters at 3rd level. A noble house leader captured a player's character, and for the purpose of the story we decided to let the player build a new character at the same xp to rescue his old character.
Some background: There are only three players (four if you count me) in this campaign. We play online once a week. It's a freeform game that takes place in the Moonsea and I'm trying to mimic a World of Warcraft feel. No major ongoing metastory, not a lot of intricately crafted combat scenes, and no huge involvement in any individual character's background. Exploration of the world is the primary theme of the campaign.
And please remember that all of the players, including myself, are in other campaigns.
I'm thinking of trying something new (for us anyway), and I wanted to run it by the EN World folks to see what you think. The basic idea is to award experience per player, not per character. A player earns XP during the campaign and uses it to determine the highest level PC he can bring into the campaign. He can bring in a new character every level, provided he has a place (like a town) to drop off the previous character he used. New characters created get starting wealth per the DMG. He can only play one character in any given session or 'quest' (which may span multiple sessions, DM's call). So at 6th level a player could have 6 PCs running around the campaign world, with only one controlled by a player for any given time. If a character dies then a player will lose 'player XP' rather than character xp. He can still control his highest level characters, but it will just take him longer to get enough xp to create or control the next level of PCs. And when he gets enough XP to level then he levels up all of his previously created PCs.
Are there any obvious flaws I'm overlooking? Anything I should give some more thought about before allowing this? Have you ever done anything like this? What was the game like?
Some background: There are only three players (four if you count me) in this campaign. We play online once a week. It's a freeform game that takes place in the Moonsea and I'm trying to mimic a World of Warcraft feel. No major ongoing metastory, not a lot of intricately crafted combat scenes, and no huge involvement in any individual character's background. Exploration of the world is the primary theme of the campaign.
And please remember that all of the players, including myself, are in other campaigns.
I'm thinking of trying something new (for us anyway), and I wanted to run it by the EN World folks to see what you think. The basic idea is to award experience per player, not per character. A player earns XP during the campaign and uses it to determine the highest level PC he can bring into the campaign. He can bring in a new character every level, provided he has a place (like a town) to drop off the previous character he used. New characters created get starting wealth per the DMG. He can only play one character in any given session or 'quest' (which may span multiple sessions, DM's call). So at 6th level a player could have 6 PCs running around the campaign world, with only one controlled by a player for any given time. If a character dies then a player will lose 'player XP' rather than character xp. He can still control his highest level characters, but it will just take him longer to get enough xp to create or control the next level of PCs. And when he gets enough XP to level then he levels up all of his previously created PCs.
Are there any obvious flaws I'm overlooking? Anything I should give some more thought about before allowing this? Have you ever done anything like this? What was the game like?