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Suggestions for a party with a 10-year-old Ghandi
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<blockquote data-quote="RavenSinger" data-source="post: 1373476" data-attributes="member: 213"><p>I am starting up a campaign in a week or so with four players. Three of the players are essentially brand-new roleplayers. The fourth is quite experienced in DnD, but has not played since the advent of 3.0. We have done a couple of short dungeon crawls so that everyone is somewhat familiar with the rules of combat, and understands how roleplaying works.</p><p></p><p>Now, we as a group have decided that we want to start a new epic story arc with new characters for everyone. "Great," I say. "Go get some character ideas, and we'll talk about it." So all the new-to-roleplaying players come up with some good, fairly standard-type ideas. A curious sorceress, a dark hero with a mysterious past, a tomb-raiding rogue, etc., etc. . . so far so good.</p><p></p><p>So the player who has played AD&D a lot, and knows the virtues and sins of min/maxing reads BoED and the Avatar Handbook (Green Ronin), and comes up with the idea of being an avatar for one of the gods in my campaign world. The following is the write up I give to the god in the guide to my world:</p><p></p><p></p><p></p><p>Okay, so the player wants to play a 10-year-old orphan child that is an Avatar of Therion with the Exalted Feats: Sacred Vow, Vow of Poverty, Vow of Non-Violence and Vow of Peace. Pretty cool concept I think, and very much in keeping with my concepts for the campaign world. But now that I am starting to formulate plots for the game, I am concerned how much his choices are going to railroad the rest of the party. I mean, will the guy who is playing the rogue be able to to the rogue-ish things he wants without having the spokes-kid of a god looking over his shoulder? And what about the Vow of Non-Violence when it says: <em>"Your purity is so great that any ally of yours who slays a helpless or defenseless foe within 120 feet of you feels great remorse. Your ally takes a -1 penalty on her attack roles for one hour per your character level." </em> etc., etc. How does that impact what the other players can do?</p><p></p><p>Don't get me wrong, I like the avatar-player's creativity and willingness to do things outside the norm. However, I have three other newbie roleplayers. I don't want the avatar guy to dominate the group too much simply by the fact that he has made very strong character creation choices.</p><p></p><p>Any suggestions as to plot elements, ways to run the sessions, and any other sage advice would be greatly appreciated.</p><p></p><p>--Brian</p></blockquote><p></p>
[QUOTE="RavenSinger, post: 1373476, member: 213"] I am starting up a campaign in a week or so with four players. Three of the players are essentially brand-new roleplayers. The fourth is quite experienced in DnD, but has not played since the advent of 3.0. We have done a couple of short dungeon crawls so that everyone is somewhat familiar with the rules of combat, and understands how roleplaying works. Now, we as a group have decided that we want to start a new epic story arc with new characters for everyone. "Great," I say. "Go get some character ideas, and we'll talk about it." So all the new-to-roleplaying players come up with some good, fairly standard-type ideas. A curious sorceress, a dark hero with a mysterious past, a tomb-raiding rogue, etc., etc. . . so far so good. So the player who has played AD&D a lot, and knows the virtues and sins of min/maxing reads BoED and the Avatar Handbook (Green Ronin), and comes up with the idea of being an avatar for one of the gods in my campaign world. The following is the write up I give to the god in the guide to my world: Okay, so the player wants to play a 10-year-old orphan child that is an Avatar of Therion with the Exalted Feats: Sacred Vow, Vow of Poverty, Vow of Non-Violence and Vow of Peace. Pretty cool concept I think, and very much in keeping with my concepts for the campaign world. But now that I am starting to formulate plots for the game, I am concerned how much his choices are going to railroad the rest of the party. I mean, will the guy who is playing the rogue be able to to the rogue-ish things he wants without having the spokes-kid of a god looking over his shoulder? And what about the Vow of Non-Violence when it says: [I]"Your purity is so great that any ally of yours who slays a helpless or defenseless foe within 120 feet of you feels great remorse. Your ally takes a -1 penalty on her attack roles for one hour per your character level." [/I] etc., etc. How does that impact what the other players can do? Don't get me wrong, I like the avatar-player's creativity and willingness to do things outside the norm. However, I have three other newbie roleplayers. I don't want the avatar guy to dominate the group too much simply by the fact that he has made very strong character creation choices. Any suggestions as to plot elements, ways to run the sessions, and any other sage advice would be greatly appreciated. --Brian [/QUOTE]
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