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What's so special about being special?
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<blockquote data-quote="Orius" data-source="post: 4799570" data-attributes="member: 8863"><p>It's easier to get into that's for sure. Meeting in the tavern and then going for a crawl in the local dungeon might very well be cliched, but it's also a fast way of getting into the game. It's not too hard to develop a character when nothing is set in stone, whereas long setting descriptions and character backgrounds can be limiting at some point. And some gamers might be satified with just that, as a D&D game is more than just a bunch of dice rolls.</p><p></p><p>This approach is okay if you're starting a new campaign and everyone isn't interested in anything in particular and justs want to get into the game. That's a bit bare-boned for me, and I prefer my settings to slant a little more toward sword and sorcery rather than high fantasy, but D&D has little trouble handling that. Probably I'd just allow the regular standard class/race combos with one or two extras for a little variety. I'd have a handout describing the setting that's only a page or two long, give them enough information so they can choose where they want to go. Create a few starting locations for a campaign, some small towns with the local dungeon or a big fantasy city depneding on what they want to do, and have a few different cultures for them to sample. About a half dozen thumbnail descriptions of campaign locations should be enough for them to get into a new setting and campaign. Instead of some big overbearing metaplot, just set up a sandbox and let the players dive right in, letting their actions drive the campaign.</p></blockquote><p></p>
[QUOTE="Orius, post: 4799570, member: 8863"] It's easier to get into that's for sure. Meeting in the tavern and then going for a crawl in the local dungeon might very well be cliched, but it's also a fast way of getting into the game. It's not too hard to develop a character when nothing is set in stone, whereas long setting descriptions and character backgrounds can be limiting at some point. And some gamers might be satified with just that, as a D&D game is more than just a bunch of dice rolls. This approach is okay if you're starting a new campaign and everyone isn't interested in anything in particular and justs want to get into the game. That's a bit bare-boned for me, and I prefer my settings to slant a little more toward sword and sorcery rather than high fantasy, but D&D has little trouble handling that. Probably I'd just allow the regular standard class/race combos with one or two extras for a little variety. I'd have a handout describing the setting that's only a page or two long, give them enough information so they can choose where they want to go. Create a few starting locations for a campaign, some small towns with the local dungeon or a big fantasy city depneding on what they want to do, and have a few different cultures for them to sample. About a half dozen thumbnail descriptions of campaign locations should be enough for them to get into a new setting and campaign. Instead of some big overbearing metaplot, just set up a sandbox and let the players dive right in, letting their actions drive the campaign. [/QUOTE]
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