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<blockquote data-quote="Kzach" data-source="post: 5685836" data-attributes="member: 56189"><p>I'm considering trying a new concept for an online Maptools game I want to run but I'm not sure if it's a GOOD concept or if I'm just being an anal-retentive control-freak. Of course, it could be both, hence why I'm asking <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The idea is that I have the setting and location of the adventure pretty much predetermined. For the most part, the game will be a railroad in the sense that there will be clearly established and presented goals with limited investigation or ambiguity.</p><p></p><p>Since the location is set for at least the first ten levels (in and around Neverwinter), part of the 'package' of this game is that there will be five players fulfilling five predetermined roles (defender, leader, controller, strikerx2) using predetermined characters. The characters have been built, 1st to 30th-level, all with Neverwinter themes and using the themes as the character's backstories. The feat and power choices aren't set in stone, but they are essentially optimised towards being exceptional in their role so major changes wouldn't be encouraged unless they maintained that level of optimisation.</p><p></p><p>There will be roughly 3-4 choices of character per role with the exception of the striker role which will have 5-6 choices.</p><p></p><p>Now, part of how I'll be selling this concept is that I want people who understand the mechanics of the game well enough to play their roles but who consider themselves more as roleplayers than as mechanics-monkeys. So the mechanics are all done for them. Only a very basic personality is given for the character through the theme and the themes themselves offer a lot of interpretation and holes to be filled so that's where the player can make the character their own. In essence, I'd be hoping that players would breathe life into the empty shells.</p><p></p><p>I have numerous reasons for wanting to run things this way which I won't go into here as I don't feel they're relevant. My main question here is, "Would this appeal to you or would you turn your nose up at it?"</p><p></p><p>In essence, I want to know if it's worth the effort or if I'd be left with a fully built campaign and no players to run it with.</p></blockquote><p></p>
[QUOTE="Kzach, post: 5685836, member: 56189"] I'm considering trying a new concept for an online Maptools game I want to run but I'm not sure if it's a GOOD concept or if I'm just being an anal-retentive control-freak. Of course, it could be both, hence why I'm asking :) The idea is that I have the setting and location of the adventure pretty much predetermined. For the most part, the game will be a railroad in the sense that there will be clearly established and presented goals with limited investigation or ambiguity. Since the location is set for at least the first ten levels (in and around Neverwinter), part of the 'package' of this game is that there will be five players fulfilling five predetermined roles (defender, leader, controller, strikerx2) using predetermined characters. The characters have been built, 1st to 30th-level, all with Neverwinter themes and using the themes as the character's backstories. The feat and power choices aren't set in stone, but they are essentially optimised towards being exceptional in their role so major changes wouldn't be encouraged unless they maintained that level of optimisation. There will be roughly 3-4 choices of character per role with the exception of the striker role which will have 5-6 choices. Now, part of how I'll be selling this concept is that I want people who understand the mechanics of the game well enough to play their roles but who consider themselves more as roleplayers than as mechanics-monkeys. So the mechanics are all done for them. Only a very basic personality is given for the character through the theme and the themes themselves offer a lot of interpretation and holes to be filled so that's where the player can make the character their own. In essence, I'd be hoping that players would breathe life into the empty shells. I have numerous reasons for wanting to run things this way which I won't go into here as I don't feel they're relevant. My main question here is, "Would this appeal to you or would you turn your nose up at it?" In essence, I want to know if it's worth the effort or if I'd be left with a fully built campaign and no players to run it with. [/QUOTE]
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