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Running a School Setting: Need Ideas
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<blockquote data-quote="toucanbuzz" data-source="post: 8175565" data-attributes="member: 19270"><p>If everyone is willing to buy in to the concept (we're all students), good start. Can players be anti-church and infiltrating it? Suggest you'll want a unified approach to this before the campaign starts.</p><p></p><p>Depends on what you're wanting to accomplish. If you want a slower pace, just drag things out between adventures. Remember, many classes are heavily reliant on the short rest (e.g. warlocks), and they have very special class abilities that rely on short rest. There's nothing more anti-climatic than "we're chasing the bad guy through the dungeon," only to take an 8-hour break. And, it's my experience players don't like to charge in depleted. They'll respond by simply taking those long breaks, or by not playing characters so reliant on short rests. </p><p></p><p>If you don't like the way healing works, there's a slew of threads on alternatives on these forums to what happens when you hit 0 HP. I utilize one of those. It doesn't slow down play; instead it triggers players to approach situations differently.</p><p></p><p>If you're starting at 3rd level, remember those are highly experienced folk, capable of some amazing stuff, and some players may rebel against the idea they're "experienced" but being treated like they are novices. You're also assuming players will want to impress instructors, or give a crap about fellow students. Be very wary when constructing a narrative that players may not embrace. My recommendation is a serious Session 0 for unified purpose between all the gamers. They all need compelling role-play reasons to be proving themselves.</p><p></p><p>I started one adventure at 1st level in a "school" setting. The lessons got boring quickly as the players rebelled against the idea of being nobodies who knew nothing. <em>After, some expressed if they wanted to play that game, they could look through their high school yearbook! </em>It was also assumed that teachers wouldn't waste their time sending students on suicide missions, so seriousness on missions wasn't...that serious. Verisimilitude came into play.</p><p></p><p>A school setting was the framework for the original Baldur's Gate computer game, wherein the school got invaded and the 1st level nobodies were quickly left to fend for themselves taking what little they had learned. That's the conflict that can take a zero to a hero. While cliché, it works.</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 8175565, member: 19270"] If everyone is willing to buy in to the concept (we're all students), good start. Can players be anti-church and infiltrating it? Suggest you'll want a unified approach to this before the campaign starts. Depends on what you're wanting to accomplish. If you want a slower pace, just drag things out between adventures. Remember, many classes are heavily reliant on the short rest (e.g. warlocks), and they have very special class abilities that rely on short rest. There's nothing more anti-climatic than "we're chasing the bad guy through the dungeon," only to take an 8-hour break. And, it's my experience players don't like to charge in depleted. They'll respond by simply taking those long breaks, or by not playing characters so reliant on short rests. If you don't like the way healing works, there's a slew of threads on alternatives on these forums to what happens when you hit 0 HP. I utilize one of those. It doesn't slow down play; instead it triggers players to approach situations differently. If you're starting at 3rd level, remember those are highly experienced folk, capable of some amazing stuff, and some players may rebel against the idea they're "experienced" but being treated like they are novices. You're also assuming players will want to impress instructors, or give a crap about fellow students. Be very wary when constructing a narrative that players may not embrace. My recommendation is a serious Session 0 for unified purpose between all the gamers. They all need compelling role-play reasons to be proving themselves. I started one adventure at 1st level in a "school" setting. The lessons got boring quickly as the players rebelled against the idea of being nobodies who knew nothing. [I]After, some expressed if they wanted to play that game, they could look through their high school yearbook! [/I]It was also assumed that teachers wouldn't waste their time sending students on suicide missions, so seriousness on missions wasn't...that serious. Verisimilitude came into play. A school setting was the framework for the original Baldur's Gate computer game, wherein the school got invaded and the 1st level nobodies were quickly left to fend for themselves taking what little they had learned. That's the conflict that can take a zero to a hero. While cliché, it works. [/QUOTE]
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