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<blockquote data-quote="Janx" data-source="post: 5452256" data-attributes="member: 8835"><p>I concur.</p><p></p><p>I've done the "you're limited to humans in the military and from this list of classes" thing myself. It's all about presentation:</p><p></p><p>I think it's better to tell the players:</p><p>the game will start in the town of XYZ</p><p>every PC knows each other and can work together (justifiying being a party)</p><p>every PC has to be human</p><p>there's no magic, so no spells (thus not forbidding classes, just the spell casting)</p><p></p><p>From there, start adventuring in a world with no other races and no magic</p><p>then, when they get to a certain point, reveal the stuff that was hidden.</p><p></p><p>I'm still not keen on the bait and switch. Unless the other races and magic users are in a totally isolated place, there is NO way that people don't know they exist or have tales about them.</p><p></p><p>In my human only campaign, it was a watery world, where the human "islands" explored far enough and made first contact with other races. This was more akin to Columbus discovering America. And that event had already happened before the campaign started. So I explained that we were playing from the humans perspective (thus humans only) as they explored their larger world.</p><p></p><p>The other problem with the bait-n-switch is that the players may REALLY want to play in the local area you started in. Moving them to China as your first major act and as the whole platform of your setting defeats that.</p><p></p><p>Moving them to china LATER, after they done quite a few things in the current land is a better shift. It also better supports the big reveal. What that means, is play through several story arcs in "normal" land. Then reveal the new place and its features.</p></blockquote><p></p>
[QUOTE="Janx, post: 5452256, member: 8835"] I concur. I've done the "you're limited to humans in the military and from this list of classes" thing myself. It's all about presentation: I think it's better to tell the players: the game will start in the town of XYZ every PC knows each other and can work together (justifiying being a party) every PC has to be human there's no magic, so no spells (thus not forbidding classes, just the spell casting) From there, start adventuring in a world with no other races and no magic then, when they get to a certain point, reveal the stuff that was hidden. I'm still not keen on the bait and switch. Unless the other races and magic users are in a totally isolated place, there is NO way that people don't know they exist or have tales about them. In my human only campaign, it was a watery world, where the human "islands" explored far enough and made first contact with other races. This was more akin to Columbus discovering America. And that event had already happened before the campaign started. So I explained that we were playing from the humans perspective (thus humans only) as they explored their larger world. The other problem with the bait-n-switch is that the players may REALLY want to play in the local area you started in. Moving them to China as your first major act and as the whole platform of your setting defeats that. Moving them to china LATER, after they done quite a few things in the current land is a better shift. It also better supports the big reveal. What that means, is play through several story arcs in "normal" land. Then reveal the new place and its features. [/QUOTE]
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