Friday, January 7, 2011

Cha Cha Changes

After much consideration I’ve come to some decisions that I want to explain.


We just wrapped up the third module in the Council of Thieves game and I want to stop that game. We can eventually return to it if we like. Here is a summary of events just to provide insight into things.

1. When we started this game, there were 3 players playing 2 characters each. Thus I started building and running the game with storylines and plot lines built towards this angle.

2. Don joined us and Tony gave him his Paladin to play. It soon became apparent that the party needed help on the fighting side of things. Don was interested in the Dragon Disciple prestige class and so not only did I build in story for that but built it up until he also received the ½ dragon template. The ½ dragon template gave the party a “tank” and was a cool story I thought. With four players we semi-retire/npc two of the pc’s, red & the monk.

3. Marc joins the game and starts playing Red. A plot line revolving around the tieflings gets put on the back burner as Marc gets up to speed on the game and to give him a chance to put his own spin on Red.

4. Aaron joins the game, the monk gets retired and we integrate a new character

5. In each case when more people joined the previous back story has to be communicated but is never really fully grasped or “owned” by the new players. This isn’t a critique its just a fact of role-playing games, if you played it, it’s part of your experience and great storytelling, if not it’s boring luggage! LOL

6. Unlike most games I run there isn’t a cohesive story for the characters because we been mixing and matching as we go. The party now has an overpowered character with the ½ dragon and a lack of connection between characters. The ½ dragon (not the player) went from a solution to the problem to being a problem for me from an encounter design stand point. I.e. bad ass tank with four players is much different than a bad ass tank with six players.

7. The next modules are complex with lots of facets from previous portions of the game impacting the plot. This would unfairly limit the amount of input and assistance that half the party could provide.

8. My personal creative enjoyment. I love working storylines and plots to create interesting situations for unique characters and I like it to weave together. I haven’t really been able to do that with this campaign due to all of the previously mentioned changes.

So what I want to do is start a new adventure path, same game world. Yes we’ll all be starting at 1st level. The only books we’ll be using at the start are Pathfinder & Advanced Players Guide for Pathfinder. I may mix in more options later but that is good for now. We won’t be playing with too many house rules. There will be a couple but for now I think I’ll drop the action dice and luck score. We’ll just play it straight up by the rules listed. So Sunday we’ll be making new characters and getting started.

The new campaign is the Legacy of Fire and we have plenty of support material.

6 comments:

  1. After considering the options I think I'd like to play any of the following depending on what others would like to play:

    Fighter
    Priest (This one would channel positive!)
    Sorc
    Wiz

    Not necessarily in that order. I'm pretty flexible so I don't mind waiting to see what everyone else wants to do.

    I do like having a 'luck roll' aspect. Perhaps we could do it just as a straight roll rather than modified by a score? Beat the DM in a roll off or beat the DC type of thing.

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  2. my choices will be:
    fighter
    paladin
    cleric
    sorcerer
    in that order. however i'll play what the party needs with the exception of a bard or monk

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  3. We can vote on the Luck Score and Action Dice

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  4. I actually would go with no action die and no luck score just personally.

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  5. The advance players guide for Pathfinder has a luck/action die component in it that isnt that bad. Its not as "powerful" as the one weve been using, and has some interesting game affects. Take a look at it as I will most likely be voting for it.

    M

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  6. I would like to try a Druid. Starting from level 1 and going from there will make things easier for me to grasp (I hope). However, if we find ourselves too one sided I can play whatever we need.

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