BabbageCliolog
2007-09-17, 01:08 AM
Hello Folks,
Has anyone run a game where PCs are constantly rotating in and out based on when they reach some low level, like 3rd or 5th so it creates a sort of Troupe Play situation? Kinda like a TV show.
My idea is this: Let's say your game group has 5 people. 3 start at 1st level, and two start at 2nd, with one almost half way to 3rd. As play progresses, the 1st levels get to 2nd, the 2nd get to 3rd and "go away", and those two players start 1st level characters. Each person in the group has the opportunity to play a novice and an experience guy and mentor the "next generation" of PCs. It gives the GM a pool of upper level PCs to bring back into the game as plot hooks. And it provides a timeline of growth for the game, especially if it is based in a city or small village.
The group is growing in characterizations and allows players to have different character experiences. A "gone" PC can influence/advance the story by doing things like sending a new PC a magic sword to help with the "new" problem.
It would require total buy-in on the part of the players, to develop new characters as their more experienced ones leave, and not make a cookie cutter replacement.
Any ideas on this? Have you done something like this? I'd love to see your POV on it.
I also cross posted this at RPG.net (http://forum.rpg.net/showthread.php?t=354840).
/BC
Has anyone run a game where PCs are constantly rotating in and out based on when they reach some low level, like 3rd or 5th so it creates a sort of Troupe Play situation? Kinda like a TV show.
My idea is this: Let's say your game group has 5 people. 3 start at 1st level, and two start at 2nd, with one almost half way to 3rd. As play progresses, the 1st levels get to 2nd, the 2nd get to 3rd and "go away", and those two players start 1st level characters. Each person in the group has the opportunity to play a novice and an experience guy and mentor the "next generation" of PCs. It gives the GM a pool of upper level PCs to bring back into the game as plot hooks. And it provides a timeline of growth for the game, especially if it is based in a city or small village.
The group is growing in characterizations and allows players to have different character experiences. A "gone" PC can influence/advance the story by doing things like sending a new PC a magic sword to help with the "new" problem.
It would require total buy-in on the part of the players, to develop new characters as their more experienced ones leave, and not make a cookie cutter replacement.
Any ideas on this? Have you done something like this? I'd love to see your POV on it.
I also cross posted this at RPG.net (http://forum.rpg.net/showthread.php?t=354840).
/BC