GreyBlack
2016-06-09, 01:31 PM
Okay, so I have a concept for an adventure that may be a bit dicey, so I want to run it by the community before I go ahead and start planning it out. However, I'm spoilerizing my personal DM'ing style for a moment:
I really enjoy playing with the concepts of player autonomy and observing how players interact with the world in which they're presented. More often than not, I plan campaigns (usually short 1-5 level campaigns, my players don't usually enjoy playing farther than 5-10) to really introduce broad concepts to the players. For example, in one of my more famous examples, I had the players unwittingly turn over the MacGuffin to a mage of monstrous power (Mythic level 16 in an e6 world, as an example), causing them to team up with the BBEG of the world to try and recover the MacGuffin, as neither the BBEG nor the players wanted the world to explode. All caused through the player's actions at various points (executing prisoners, failing to investigate nearby towns and finding out information about people, etc.). This is usually done in vignettes (each session has a beginning, middle, and end so the players always feel like they accomplished something) while dropping hints and giving the idea that something bigger is happening behind the scenes.
Now, the campaign I'm thinking of is as such: To begin with, the only class outlawed would be the Gunslinger and any archetypes which use guns, as I would be going more for a medieval/gothic feel in the campaign. At the beginning, I would ask the players to write down ideas about their character, but not their backstory, and ask them to pick their race first then roll their characters 4d6 in order for character creation (as you're supposed to do anyway according to RAW). From here, the characters would begin with no memory of what has happened to them, with the first thing they actively remember is a man unlocking a cell they're locked in. They wake up with no equipment, but would find equipment based (sort of) on their builds. From there, the characters would progress through the story, learning more and more about their previous life through events of the campaign while that previous life has nothing to do with their mechanical builds.
The question here becomes how do the players interact with the narrative given to them: Do they embrace their former ways of life? Do they reject their old lives and choose to start anew? What will they do?
So, has anyone ever tried a campaign like this? Does anyone have any tips or ideas for these sorts of campaigns? Please, feel free to rip me apart; this idea is in the larval stage and I'm actually looking to expand upon it.
I really enjoy playing with the concepts of player autonomy and observing how players interact with the world in which they're presented. More often than not, I plan campaigns (usually short 1-5 level campaigns, my players don't usually enjoy playing farther than 5-10) to really introduce broad concepts to the players. For example, in one of my more famous examples, I had the players unwittingly turn over the MacGuffin to a mage of monstrous power (Mythic level 16 in an e6 world, as an example), causing them to team up with the BBEG of the world to try and recover the MacGuffin, as neither the BBEG nor the players wanted the world to explode. All caused through the player's actions at various points (executing prisoners, failing to investigate nearby towns and finding out information about people, etc.). This is usually done in vignettes (each session has a beginning, middle, and end so the players always feel like they accomplished something) while dropping hints and giving the idea that something bigger is happening behind the scenes.
Now, the campaign I'm thinking of is as such: To begin with, the only class outlawed would be the Gunslinger and any archetypes which use guns, as I would be going more for a medieval/gothic feel in the campaign. At the beginning, I would ask the players to write down ideas about their character, but not their backstory, and ask them to pick their race first then roll their characters 4d6 in order for character creation (as you're supposed to do anyway according to RAW). From here, the characters would begin with no memory of what has happened to them, with the first thing they actively remember is a man unlocking a cell they're locked in. They wake up with no equipment, but would find equipment based (sort of) on their builds. From there, the characters would progress through the story, learning more and more about their previous life through events of the campaign while that previous life has nothing to do with their mechanical builds.
The question here becomes how do the players interact with the narrative given to them: Do they embrace their former ways of life? Do they reject their old lives and choose to start anew? What will they do?
So, has anyone ever tried a campaign like this? Does anyone have any tips or ideas for these sorts of campaigns? Please, feel free to rip me apart; this idea is in the larval stage and I'm actually looking to expand upon it.