| Makamu |
I am about to get started writing my first homebrew-Golarion campaign (mostly to be set in Vudra), and I am looking for some advice: my group and I have been playing together for fourteen years now. Two of our players (and most frequent GMs) usually play very optimised characters and have very high system mastery (as well as being good roleplayers). The rest of us are good at playing the game, but not as good as those two.
Personally, I am more of an RP person than a rules person (yes, I know, and I still play PF), but one of the reasons I volunteered to GM is that I want to improve my rules knowledge as well.
So, yesterday I told them that I'd start work on my campaign now (I mean I have to invent a region from whole cloth), and they immediately asked for character information (amount of build points, alignment and class restrictions etc). They also volunteered that the good players had already written up potential characters for the campaign.
One of them wants to play a dhampir optimised for fighting in melee, and the other is currently playing a very efficient gunslinger in Skulls and Shackles and so wants to do it again...
Long story short, does anyone have suggestions for how I can make sure these characters don't breeze through encounters and the players still have fun? I was thinking of starting the campaign at level 4 and letting it go to 20/ mythic tier 5. It is set to be a travel adventure with urban intrigue and later planar politics.
Also keep in mind that I am about to start my first job, so I don't know how much time I'll have to prepare sessions, even though I have lots of time to prepare the initial campaign now.
Thanks in advance!
Makamu