[UA] starting a new campaign

Nikos Vlaseros nikodimos at pathfinder.gr
Mon Feb 17 15:34:13 PST 2003


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nick wedig wrote:

> Just a minor note. Since the players don't remember anything about
> magic and you are not giving them the option of creating their
> characters fully bacause of that you have to be very careful with the
> style of magic they end up with. Are you going to choose it for them?
> In that case they might not like it and although some players enjoy
> playing characters they have not created some others hate it. 

You might, when the PCs get their memory back, talk to each player out
of game and offer them one or two schools or archetypes that fit their
behaviour so far, and let them pick one or just buy some mundane skills
instead (skills appropriate to their memories, of course).  So
basically, you say "You all worked for the sleepers" and then have
another go at character creation, each player deciding what they did in
the group and what they were like before.  This will help negate
anybody thinking that they have no control.  You might even let players
change obsessions and/or passions (since adepts would need to change
their obsession anyway).

Though if you do this, you'll lose the cool foreshadowing that Greg
suggested.

Mr. Teapot
wants to be an oneiromancer when he grows up
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That's what I mean. If the players can't choose from the start they might be frustrated later on and if you give them the option later you lose a valuable "storytelling" tool. That's why I suggested in-game choices and situations wheretheir choices would dictate their style of magic (and it could double as foreshadowing). Just drop in some minor stuff and see what hooks them (tattoo shops for epideromancers or whatever - gawd I hate having to talk about something with no data).

Nick Vlaseros

"...and then we know that we have looked back through the ivory gates into that world of wonder which was ours before we were wise and unhappy."

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