Adjustments for alternate campaign types?


Advice


What adjustments and alterations should I make for a non-standard campaign?

If I'm running a low-resource campaign, where the players start with a paltry 2 GP each, should I advise against classes like Gunslinger? If I'm creating an underwater campaign, what magic items should I give the players free of charge? If I'm going to be GMing a low-magic campaign, what monsters should I avoid having the players fight? If I'm running an evil campaign, are there any races or classes I shouldn't allow?

This is the kind of stuff I have trouble with.

I'm really bad at looking at the implications of certain factors on the game, like the fact that many high-CR monsters assume that you have a certain amount of magic items, so a centralized list of guidelines for unusual campaigns would be helpful.


If you have problems with this stuff. Try running a few standart games. Yes you should change stuff if you are changing stuff but what stuff you should change depends on what stuff you are changing:)


Always be up front with your players about the type of campaign you will be running. This is probably the single most important thing you can do as a GM. If any class, race or concept is going to have trouble warn your players about it.

A campaign with that low of resources is going to have a lot of issues. Most martial classes will be crippled unless you adjust the prices on everything. Martial classes will not be able to afford any weapons or armor. Spell casters will not be able to afford material components or focuses. If they are just starting at this level of wealth and then going to normal wealth once the game is underway that is not so bad. Low wealth actually hurts martial classes more than caster classes.

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