Ulfen Raider

Safaricompanion's page

6 posts. Alias of Safarix.


RSS


I had this happen once in a home game years ago. The details are fuzzy, but IIRC the PC had to make a Will save daily and upon failure was rendered crazy and insufferable for something like 1d6 days. The DM took control at that point, just as he would with a lycanthrope.


My average party size as of late has been usually 2-3. Once in a blue moon, we have a rotating cast of players who sign on for a few sessions, but aren't invested in the whole campaign.

While that's kind of small compared to what most of my players are used to, it's nice to showcase each player and delve into their backstories. It was more difficult when my parties were 5+ and it wasn't necessarily interesting to the rest of the party. The feedback I've received thus far is that my players feel more immersed in the story.


151. You're all being blackmailed by the same person.


128. I woke up in this dark, dismal place with these strangers. We may as well stick together and find a way out of here.

129. We're all here for the beheadings - our own.

130. The magical barriers keeping the beasties out are failing, so it's up to the most able of the village to fight them off.


I ran a game with 8 people. We were all in high school and had various work schedules, so it eventually devolved into two games a week with a different mix of 4-5 people.

When we actually had all 8, it was unwieldy at first. If your players can form some kind of hierarchy in terms of decision-making, it really streamlines things.

Combat was the hardest part because I had to throw a lot at them and it was hectic.


I've had a similar situation with one of my players. We just arranged for his character to be conveniently taken in the middle of the night during a visit in his home village. Lucky for him, the characters brother was more than willing to avenge the capture. [Enter new character.] It's whatever best fits into your story.