[UA] starting a new campaign

Alexander Koenig alexanderaaron at gmx.de
Wed Feb 19 13:56:57 PST 2003


Am Dienstag, 18. Februar 2003 00:34 schrieb Nikos Vlaseros:
> ----------------------------------------------------------
>
> nick wedig wrote:
> 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).

That sounds good. Not perfect, but good enough to work with it, I think.

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

Yeah, but unfortunately that's nearly unusable if I don't want to take 
away my players' control of their characters. It's a shame, this 
foreshadowing would've been really, really cool.

> Just drop in
> some minor stuff and see what hooks them (tattoo shops for
> epideromancers or whatever 

That should work. Any other good examples? 
The problem I see is that at least some of my players are very 
plot-fixated and probably won't fall for any of these hooks. Whether I 
let one of my GMC run a tattoo shop or a flower shop won't make that 
much difference to them. But I'll try it anyway.

Thanks to all of you, you've been very helpful. I'll let you know how it 
all works out.

bye
Alex

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