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Starting the campaign with the group split to two
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<blockquote data-quote="RoiC." data-source="post: 8319191" data-attributes="member: 6886752"><p>I've been thinking of starting a new campaign for a while now. I've always wanted to run a campaign that is centered in Sigil (Planescape's City of Doors), and I've decided to maybe have two groups getting there from two different Material Plane worlds. I think one group will be a bunch of Faerûnian low level adventureres that got into planar shenanigans for some reason and ended up farted on Sigil, while the other group is a bunch of Eberronian scavangers that explored the Mournlands and got transported out of Eberron's pocket cosmos due to some weird anomaly (or maybe even by VRGtR's new Cyre 1313 train).</p><p></p><p>I really like the idea of two groups of people from comepletely different realities needing to bond together and getting past weird and bizzre differences to handle this new, bizzare soup of existence they were thrown into. I also think that playing a session or two seperately could help with some bonding within the smaller groups (I aim for 3 people in a group), that would create interesting intercations. However, I'm pretty sure that there are a lot of things I'm not taking account or even thinking about, so any kind of input, wether based on your own experience; stuff you've seen; books/articles/PDFs you've read or anything else really would be really helpful. Rules (official and homebrew), fluff, stylistic suggestions, actual examples of play... Everything goes.</p></blockquote><p></p>
[QUOTE="RoiC., post: 8319191, member: 6886752"] I've been thinking of starting a new campaign for a while now. I've always wanted to run a campaign that is centered in Sigil (Planescape's City of Doors), and I've decided to maybe have two groups getting there from two different Material Plane worlds. I think one group will be a bunch of Faerûnian low level adventureres that got into planar shenanigans for some reason and ended up farted on Sigil, while the other group is a bunch of Eberronian scavangers that explored the Mournlands and got transported out of Eberron's pocket cosmos due to some weird anomaly (or maybe even by VRGtR's new Cyre 1313 train). I really like the idea of two groups of people from comepletely different realities needing to bond together and getting past weird and bizzre differences to handle this new, bizzare soup of existence they were thrown into. I also think that playing a session or two seperately could help with some bonding within the smaller groups (I aim for 3 people in a group), that would create interesting intercations. However, I'm pretty sure that there are a lot of things I'm not taking account or even thinking about, so any kind of input, wether based on your own experience; stuff you've seen; books/articles/PDFs you've read or anything else really would be really helpful. Rules (official and homebrew), fluff, stylistic suggestions, actual examples of play... Everything goes. [/QUOTE]
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