Need GM to help test 1-Player, High-Power / High-Challenge Campaign


Recruitment


Okay, so here's what's going on: I'm currently in the midst of testing a homebrewed single-player campaign on several different tables, and so far it's working very well. It's remarkable how quickly and reliably you can proceed when there's only the player and the GM, each posting once per day - especially if your other games are feeling a bit too slow.

However, while running the game is fine, I think I need to play it from the inside as well - see what works, what doesn't, and what I might need to do in the future. That's why I'm hoping one of you folks can help me out and let me work through this as a player.

This is the original recruitment thread, complete with character building rules. Yes, the characters are abnormally powerful - that's pretty much a necessity in a single-player campaign, and my general rule of thumb is "just make the enemies harder if the player's having it too easy". Monster Templates are wonderful things, as is maximizing the HP monsters have with each hit dice.

Plot and Development:

The core of this game's story revolves around regaining power - generally in the form of objects that return divine essence to the user, allowing them access to fragments of their former might. I'll go into more detail if somebody does want to help me with this project - and don't worry about the characters being completely ridiculous, because this game has built-in limits to restrict the use of such abilities.

On the bright side, it's relatively easy to integrate ideas and adventures into this campaign - I'm personally using a mixture of free adventure modules and randomly-generated dungeons, but PFS scenarios and, heck, even Adventure Path content could probably be adapted. In short, you should be able to run this with materials you already have access to. There's no one rigid plot to follow - and I see that as a good thing, because I want to be honestly surprised about most of what I encounter. XD

So... is anyone interested?

RPG Superstar 2012 Top 32

unfortunately i don't have enough time to run something like this but it sounds pretty awesome...

if a spot opens up to be the player i would definitely jump on making a proposal! i'd be willing to make frequent feedback posts in a discussion thread too (though i can see that's not really what you're looking for right now).


You might be surprised at how little time the game takes to run each day. XD I'm currently running four tables of it, and while I don't want to run more, I can usually post for all of them before breakfast...

And yeah, it seems very popular on the player side of things, going by the responses I got while recruitment was going. XD Hence my interest in seeing this from their point of view and trying to hammer out any remaining problems.


I agree with Nate...although part of me feels tempted to attempt to help you out. I just don't want to half-ass it and i would want to get it the attention it deserves.

I am not well versed in Mythic Rules as well, so it would be a steep learning curve for me.

I wish you the best in getting to play in your creation. If you ever start another table (whether a PC dies or one finishes), and you feel up to start a new thread, I will keep tabs on it and start to learn Mythic :)


If you are running solo campaigns for 4 people, wouldn't one of those 4 be able to run it for you?

Is there limits as to what the DMs can throw at you? I know you said use modules and randomly generated dungeons. I own 2 pathfinder modules, some D&D 4e adventure books which can easily be converted, just ignore the monster statics they have in the book and look it up for pathfinder. The first 3 mummies mask books, book 1 and/or book 2 of a few other Aps. As far as using modules which can be accessed for free, I wouldn't use those.

Do you use normal exp gain? Because then this would mean it is divided by 1 person and in an AP you would be level 14 when a normal group would be level 9.


In theory, yes, but that would also involve telling them things about the plot that I'd rather they find out on their own. Spoilers, you know? XD

In terms of EXP, I usually give the players half - and try to adjust things so that they'll gain a level around the completion of each major quest. I lean towards having a smaller number of high-powered encounters, rather than a ton of easy fights, since that seems to fit the overall style of the game better.

Shadow Lodge

I think I'd really love running this...but, I'd really want to play in it too...sigh.

I will run it if you'll have me. I'd like to know how much leeway I have though.

How will we work rule 0, etc?

PM me or answer me here. Whatever :)


One of the nice things about this game is that there's a LOT of leeway for doing things as you'd like. There are a couple of things I'd like to be firm on (I am trying to test this out, and deviating too far defeats the purpose), but I don't want to restrict your options any more than necessary. ^^

The biggest things to keep the same are probably build rules and overall cosmology, which I can explain more in-depth through a PM if you're still interested. Aside from that, it's pretty much "anything goes".

Shadow Lodge

Very, very interested.

Let's do this :)


Please give me a few minutes to write things up. ^^ This should help you get a much more solid footing for the campaign.

RPG Superstar 2012 Top 32

dsp- if you decide to take on a second or third player give the word (there's obviously some folks interested, lol)

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