Cognisant
cackling in the trenches
- Local time
- Yesterday 9:17 PM
- Joined
- Dec 12, 2009
- Messages
- 11,155
"https://www.youtube.com/watch?v=x6UV2gXwFPw&t=320s"
Just some thoughts inspired by this video, the video is not required watching.
A progression of character motivations seems like a good idea, for example a new character's immediate motivation is poverty, you start the game as a group of travelers who just arrived at a town being cold, dirty, hungry and tired. You look for some quick work because you want to solve these problems before they progress into bigger problems and inquiring at the tavern provides a number of minor opportunities. The party members (if they're even a party yet) decide among themselves who gets to do what, these are tasks like washing dishes in the tavern's kitchen, finding someone's lost cat, loading/unloading goods down at the docks, cleaning the local constabulary's dungeon and worst of all, babysitting.
The DM has a one-on-one session with each player as they do the task they chose for themselves, presenting them with relevant social, ability and creativity challenges. For instance the dish-washing player can just wash dishes normally for an automatically success or start rolling a DC10 Dexterity check to speed things up in hope of doing a better job and earning a tip (high dexterity will make this easier). While washing dishes several characters will talk with the player and the player will have the option to either interact with or snub them, the cook pesters them with questions (distraction modifier -1), one of the waiters/waitresses is flirty (distraction modifier -1), kids keep running through and if the player doesn't convince them to stop they'll knock a stack of dishes over (Reflex save), a pan with baked on stuff requires a strength check, etc.
Sounds boring I know but this is the first page of the player's story, their scene in the shire, it should get them out of that "I'm the hero" mindset and give them a glimpse of what a normal life in this world looks like. The challenges presented are both a gentle introduction to the game's mechanics and an opportunity for character building without life and death stakes. Would you prioritize being social or not being distracted, how would you make the kids go away, if you break dishes will you be honest, try to hide the evidence or pretend it was someone else's fault?
The first session with everyone together (no doubt having discussed their individual experiences) is when the adventure starts in earnest, maybe there's a caravan not far from town under attack, or maybe the town was built on the ruins of an old city and someone spotted goblins in the sewers. The party is offered their first serious job, provided gear befitting the town's militia (not as good as what they town guards have but better than nothing) and this periodic gifting/acquiring of gear can substitute for a leveling system assuming armor provides some kind of damage reduction so hitpoints go further.
Just thinking.
Just some thoughts inspired by this video, the video is not required watching.
A progression of character motivations seems like a good idea, for example a new character's immediate motivation is poverty, you start the game as a group of travelers who just arrived at a town being cold, dirty, hungry and tired. You look for some quick work because you want to solve these problems before they progress into bigger problems and inquiring at the tavern provides a number of minor opportunities. The party members (if they're even a party yet) decide among themselves who gets to do what, these are tasks like washing dishes in the tavern's kitchen, finding someone's lost cat, loading/unloading goods down at the docks, cleaning the local constabulary's dungeon and worst of all, babysitting.
The DM has a one-on-one session with each player as they do the task they chose for themselves, presenting them with relevant social, ability and creativity challenges. For instance the dish-washing player can just wash dishes normally for an automatically success or start rolling a DC10 Dexterity check to speed things up in hope of doing a better job and earning a tip (high dexterity will make this easier). While washing dishes several characters will talk with the player and the player will have the option to either interact with or snub them, the cook pesters them with questions (distraction modifier -1), one of the waiters/waitresses is flirty (distraction modifier -1), kids keep running through and if the player doesn't convince them to stop they'll knock a stack of dishes over (Reflex save), a pan with baked on stuff requires a strength check, etc.
Sounds boring I know but this is the first page of the player's story, their scene in the shire, it should get them out of that "I'm the hero" mindset and give them a glimpse of what a normal life in this world looks like. The challenges presented are both a gentle introduction to the game's mechanics and an opportunity for character building without life and death stakes. Would you prioritize being social or not being distracted, how would you make the kids go away, if you break dishes will you be honest, try to hide the evidence or pretend it was someone else's fault?
The first session with everyone together (no doubt having discussed their individual experiences) is when the adventure starts in earnest, maybe there's a caravan not far from town under attack, or maybe the town was built on the ruins of an old city and someone spotted goblins in the sewers. The party is offered their first serious job, provided gear befitting the town's militia (not as good as what they town guards have but better than nothing) and this periodic gifting/acquiring of gear can substitute for a leveling system assuming armor provides some kind of damage reduction so hitpoints go further.
Just thinking.