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<blockquote data-quote="D+1" data-source="post: 1744108" data-attributes="member: 13654"><p>Yep. While far from the longest lived campaign I've played in, and the fact that it wound down rather suddenly and disapointingly, it was certainly one of THE campaigns that is remembered well by all who played in it.Nowadays you have an actual points system to use to create "yourself". When we did it it was rather less scientific and somewhat perilous at offending touching players. We started by assigning ourselves stats, having the DM then adjust those stats as he desired according to how HE percieved us, and then the DM coughed up a points-type system where we could adjust our scores to their final levels.</p><p>If the point is to TRULY play yourself it's very hard to justify being a spellcaster of any kind. We did this under 2E and essentially wound up using 3E-style multiclassing rules because everyone pretty much wound up starting as a fighter or rogue and then quickly moving into classes that would create a properly rounded D&D party.</p><p></p><p>Meta-game knowledge is much less of a problem - what you the player know about monsters, NPC's, geography of the game world you're in - then you the character knows the same thing. The earliest levels of the campaign were the most fun because it was largely a survival situation. It was not set in a known campaign world and we came in with modern paper money and coins, etc. along with a disparate selection of weapons - no guns but a lot of stuff varying between a machete, hunting knives, display daggers and swords, and a simple 60# fiberglass bow.</p><p></p><p>As we got more levels and more "traditional" equipment under our belts it became less unique and seemed less like playing "ourselves." If I were to do it as a DM I'd ensure the low-magic aspect for the PC's. One other difficulty that might arise (though it didn't with us) is handling PC deaths. Suddenly one player is no longer playing "himself", but some other typical D&D character. A solution would be a campaign with a more unique treatment of death such as one that used some Ghostwalk Campaign rules.</p></blockquote><p></p>
[QUOTE="D+1, post: 1744108, member: 13654"] Yep. While far from the longest lived campaign I've played in, and the fact that it wound down rather suddenly and disapointingly, it was certainly one of THE campaigns that is remembered well by all who played in it.Nowadays you have an actual points system to use to create "yourself". When we did it it was rather less scientific and somewhat perilous at offending touching players. We started by assigning ourselves stats, having the DM then adjust those stats as he desired according to how HE percieved us, and then the DM coughed up a points-type system where we could adjust our scores to their final levels. If the point is to TRULY play yourself it's very hard to justify being a spellcaster of any kind. We did this under 2E and essentially wound up using 3E-style multiclassing rules because everyone pretty much wound up starting as a fighter or rogue and then quickly moving into classes that would create a properly rounded D&D party. Meta-game knowledge is much less of a problem - what you the player know about monsters, NPC's, geography of the game world you're in - then you the character knows the same thing. The earliest levels of the campaign were the most fun because it was largely a survival situation. It was not set in a known campaign world and we came in with modern paper money and coins, etc. along with a disparate selection of weapons - no guns but a lot of stuff varying between a machete, hunting knives, display daggers and swords, and a simple 60# fiberglass bow. As we got more levels and more "traditional" equipment under our belts it became less unique and seemed less like playing "ourselves." If I were to do it as a DM I'd ensure the low-magic aspect for the PC's. One other difficulty that might arise (though it didn't with us) is handling PC deaths. Suddenly one player is no longer playing "himself", but some other typical D&D character. A solution would be a campaign with a more unique treatment of death such as one that used some Ghostwalk Campaign rules. [/QUOTE]
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