Wednesday, August 10, 2005

Player Introduction Part II (rules and stuff)

Character Progression
You should expect to level up fairly quickly in the first few levels, somewhere around once every two or three sessions. By the time we reach fourth or fifth level things will slow down to leveling up about once every three to five game sessions.

If you anticipate going for an interesting prestige class, feat, or something from some book other than the Player's Handbook or the Dungeon Master's Guide let me know ahead of time so that you don't waste your efforts in reaching for something I won't allow in the game.

Character Mortality
You should anticipate a very dangerous game/game-world. Spells that return characters to life (raise dead, resurrection, true resurrection, wish, etc.) do NOT exist/work. If your character dies then s/he is dead for good. Keep that in mind when you're planning to do something that might get you killed.

The Zodiac
Each player should choose a sign from the "zodiac" (detailed in the player pack) for his/her PC. The sign under which a PC was born has a minor game effect available once per game session (not game day) as well as some role-playing hints and story ties.

Action Points
As introduced in the Eberron Campaign Setting, this game will grant to the PCs action points. See here.

The Beginning
None of the PCs know each other at the start of the campaign. You may make as detailed or as sparse a background as you wish. I would strongly recommend that each of you complete the Characterization Made Easy survey to flesh out your character's personality. Also, you should choose a home from the lands of Ashfar (see player pack) and a deity (also in the player pack).

The Gods
There are two distinct pantheons of deities to choose from. Most people/races worship the Avillon pantheon. Most elves worship the Callistan pantheon. You can find the details in the player pack I sent out if you're playing in the game. If not, buy the freaking book!

Victory Points
During these adventures the party can earn victory points. I will not tell you when you have earned victory points, how many you have, or even exactly how to achieve them. What I will tell you is that during each adventure in this campaign there are opportunities to earn victory points. These victory points will have a significant effect on certain elements of the story as it progresses.

Game Style
Expect a fair amount of role-play, hack-n-slash and mystery-solving/suspense. The campaign I have in mind covers a lot of ground, and there is room for all types of play in it. I will do my best to emphasize role-play over roll-play, but there is no guarantee that I can live up to my end of the bargain. I've become a very weak role-player over the last few years, but I'm working on remedying that problem.

It is extremely important that the PCs get along and work together as a team. The campaign I have planned is an epic quest to "save the world," and it pretty much requires that the PCs work together. I would prefer that everyone play a good-aligned character, but I will not require it. The moment that a PC becomes troublesome and/or disrupts the game is the moment that PC's personality changes or the player gets a new character or (last resort) the game loses a player.

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