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<blockquote data-quote="edemaitre" data-source="post: 3115568" data-attributes="member: 3372"><p><strong>Campaign ideas</strong></p><p></p><p>I sympathize. Here are a few suggestions:</p><p></p><p>-While I also prefer to start Player Characters at first level, how about offering new (sub)races and classes? Unearthed Arcana and Savage Species have some options.</p><p></p><p>-If your settings are too "vanilla," try creating some cultures based on real-world history. For example, maybe the Lizard folk have an Aztec-like empire with jungle pyramids, human sacrifice, and astrological rituals, and maybe the Elves are like the pre-Roman Celts or "Star Trek's" Vulcans, or the Dwarves are like the Scots, Vikings, Slavs, or Klingons...</p><p></p><p>-Cities should be dangerous, full of wonders (colorful Non-Player Characters, fantastic landmarks, and odd shops) and perils (multiple factions representing most alignments, social classes, and adventuring occupations). For example, even a Lawful Good city will have a thieves' guild, and even a Chaotic Evil Orcish one might have a place for Paladins to furtively gather. Bards aren't necessarily the only ones telling tall tales, and Clerics don't have to be the only preachers on street corners or in shrines...</p><p></p><p>-In a good homebrew setting, there should be plot threads no matter which direction on the compass your party chooses. There may be a dragon graveyard in the mountains to the north, giants raiding the plains villages to the west, undead pirates on the seas to the south, and a good human realm fighting corruption by Yuan-ti to the east. Even at low levels, the P.C.s would know about these things, giving them choices and you time to flesh out appropriate challenges. Remember, getting there is half the fun, with random wilderness encounters, the occasional dungeon to raid, and cities for resupplying and for arcane spellcasters to learn about new skills/feats/spells while trying not to cross the wrong faction...</p><p></p><p>-Power-hungry role-players are often tempted to play Chaotic Evil characters, believing that without the normal restrictions, they can have more fun. If you prefer a good-aligned group or story, that's a problem. You could let them try an all-evil party for once, so that they learn that backstabbing one another, evading Lawful Good authorities, preying on the weak while trying to hide from those stronger than themselves (and there are always lots of those, especially on the outer planes), and merely amassing magic items and wealth aren't the best routes to success or long lives.</p><p></p><p>Or, you could reward teamwork, thoughtful role-playing of Paladins and other divine spellcasters, and information-gathering over resource management. A friend in every town, the blessings of a deity, and a smoothly functioning party (in and out of character) can succeed in almost any quest. Don't limit the group's options to life and death--shouldn't some P.C.s aspire to lead a realm, found a temple, or protect/avenge some family members? What can motivate them besides a lust for power? As a previous poster noted, interesting foes can help provide a shared goal that doesn't involve killing everything in sight and taking their stuff. Good luck, and happy gaming!</p></blockquote><p></p>
[QUOTE="edemaitre, post: 3115568, member: 3372"] [b]Campaign ideas[/b] I sympathize. Here are a few suggestions: -While I also prefer to start Player Characters at first level, how about offering new (sub)races and classes? Unearthed Arcana and Savage Species have some options. -If your settings are too "vanilla," try creating some cultures based on real-world history. For example, maybe the Lizard folk have an Aztec-like empire with jungle pyramids, human sacrifice, and astrological rituals, and maybe the Elves are like the pre-Roman Celts or "Star Trek's" Vulcans, or the Dwarves are like the Scots, Vikings, Slavs, or Klingons... -Cities should be dangerous, full of wonders (colorful Non-Player Characters, fantastic landmarks, and odd shops) and perils (multiple factions representing most alignments, social classes, and adventuring occupations). For example, even a Lawful Good city will have a thieves' guild, and even a Chaotic Evil Orcish one might have a place for Paladins to furtively gather. Bards aren't necessarily the only ones telling tall tales, and Clerics don't have to be the only preachers on street corners or in shrines... -In a good homebrew setting, there should be plot threads no matter which direction on the compass your party chooses. There may be a dragon graveyard in the mountains to the north, giants raiding the plains villages to the west, undead pirates on the seas to the south, and a good human realm fighting corruption by Yuan-ti to the east. Even at low levels, the P.C.s would know about these things, giving them choices and you time to flesh out appropriate challenges. Remember, getting there is half the fun, with random wilderness encounters, the occasional dungeon to raid, and cities for resupplying and for arcane spellcasters to learn about new skills/feats/spells while trying not to cross the wrong faction... -Power-hungry role-players are often tempted to play Chaotic Evil characters, believing that without the normal restrictions, they can have more fun. If you prefer a good-aligned group or story, that's a problem. You could let them try an all-evil party for once, so that they learn that backstabbing one another, evading Lawful Good authorities, preying on the weak while trying to hide from those stronger than themselves (and there are always lots of those, especially on the outer planes), and merely amassing magic items and wealth aren't the best routes to success or long lives. Or, you could reward teamwork, thoughtful role-playing of Paladins and other divine spellcasters, and information-gathering over resource management. A friend in every town, the blessings of a deity, and a smoothly functioning party (in and out of character) can succeed in almost any quest. Don't limit the group's options to life and death--shouldn't some P.C.s aspire to lead a realm, found a temple, or protect/avenge some family members? What can motivate them besides a lust for power? As a previous poster noted, interesting foes can help provide a shared goal that doesn't involve killing everything in sight and taking their stuff. Good luck, and happy gaming! [/QUOTE]
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