Quxelopqr
2008-08-03, 02:05 PM
Okay, so it's my turn to DM in my group, and I've come up with the (hopefully) fun sounding idea of having my players play as themselves. Opening story has me calling them to my place to play this new edition of d&d I bought, and when they get there I'm not there, but the book is open and it seems to be glowing. I'm predicting they'll look into it, at which point they'll pass out for a few moments, then come to in a small room (which is in the basement of the town I have yet to name's local thieves guild).
The players think it's a cool idea, and after I told them my idea for the final encounter (which I was pumped enough for that I really wanted to tell them about and considering it's a looooong way away it'll get edited a bit) they're pretty excited to play. We're all taking the same ability test which also gives out class alignment and level. I'm letting them retake it a few times, to get the average scores and classes they get, so they can still play what they want to play. Character building hasn't started yet but we've decided that we'll take feats, flaws and skills that we think would have to make it more realistic.
Sadly, I've hit some snags. First and foremost, character death is going to be a problem. It'll be inevitable that someone's going to end up dead. Once they get to mid/high levels it won't be too much of a problem, but we're starting at level 3 and they'll know if I'm cheating to ensure they stay alive or making stuff too easy. I'm thinking of having a action/fate point to insta-stabilize at -1 or under, but I'm not sure if that'll be enough. Also, and this might not be an issue at all, but I hope none of them complain about 'so and so having higher scores then me' because I'm not quite sure how I'd address that.
Any ideas for the problems/anything else I should add that I'm forgetting? I hope this sounds like fun to you guys too.
The players think it's a cool idea, and after I told them my idea for the final encounter (which I was pumped enough for that I really wanted to tell them about and considering it's a looooong way away it'll get edited a bit) they're pretty excited to play. We're all taking the same ability test which also gives out class alignment and level. I'm letting them retake it a few times, to get the average scores and classes they get, so they can still play what they want to play. Character building hasn't started yet but we've decided that we'll take feats, flaws and skills that we think would have to make it more realistic.
Sadly, I've hit some snags. First and foremost, character death is going to be a problem. It'll be inevitable that someone's going to end up dead. Once they get to mid/high levels it won't be too much of a problem, but we're starting at level 3 and they'll know if I'm cheating to ensure they stay alive or making stuff too easy. I'm thinking of having a action/fate point to insta-stabilize at -1 or under, but I'm not sure if that'll be enough. Also, and this might not be an issue at all, but I hope none of them complain about 'so and so having higher scores then me' because I'm not quite sure how I'd address that.
Any ideas for the problems/anything else I should add that I'm forgetting? I hope this sounds like fun to you guys too.