EWHM wrote: A party of all rangers would probably do ok. Play them like a special forces unit. Wands of CLW are no problem, and a high universal party stealth and perception means usually getting the drop on your opponents. And if they all have the same favored enemies, they can qualify as a hate group!
Krisam wrote:
I never thought a tailor could be a good villain until I read "The Story of Little Suck-a-Thumb" from Der Struwwelpeter.
I believe it's [CR Modifier] = 2.88539 log([# Creatures]) and round up/down as you see fit. In the CRB, you can see it's done for you, but if you ever want to get nit-picky: 1 creature: CR +0.00
The same rule applies to your party as well based on a party of 4. So [APL Modifier] = 2.88539 log([# PCs]/4) It's only math, so YMMV.
I always run one-shots before starting a campaign with players new to the group. It helps me get a good sense of the players' style and how the group dynamic works. It also gives the players an opportunity to provide feedback on your style. That sort of observation and subsequent dialogue has always helped me prepare for campaigns. Even if it doesn't necessarily help, it at least lets me identify issues that I might potentially face. Your experience as a player will most likely influence your style. Take the things you liked from GMs/DMs and add your personal flare, but also keep in mind the needs/wants of your group.
I know some post-core spell entries include permanency rules. Off the top of my head, I can cite the Create Demiplane line of spells.
I had to split up a large group due to changes in availabilities. We started out with 8, but then split it in 2 parties of 4. The major plot was the same, but each group investigated different regions. The players really liked it and shared information by sending letters to the other group. On special occasions, the both parties would reunite for brief, but challenging encounters. The only time I've heard of parties facing off against each other has been in a persistent game world. So basically the last campaign's characters are still up and about, but have taken on the roles of villains in their retirement. Running the parties concurrently in the way you suggest seems like it would be a challenge both conceptually and in the practical sense.
Also, on the touchy subject of breeding half-orcs, I don't see why lady orcs wouldn't want snu-snu with human men. I've always run orcs as being rather egalitarian among themselves, giving women just as much privilege as men. Their savagery is a result of overbreeding and consequent overcrowding and competition for resources, much like locusts.
6. "Domesticated" orcs For some reason or another, a large band or tribe of orcs wound up in human/elven territory. Defenseless, they had the choice of either being put to the sword or acquiescing to the demands of their hosts. Over several generations of peaceful farming and crafting, the group forgets its former savagery. Although physically intimidating like their forerunners, these orcs are kinder and gentler, and are capable of living side by side with "civilized" folk.
I've always run my campaigns that can take on whatever form my players choose. I provide some obvious hooks for an overarching quest, but I provide plenty of freedom for them to do as they please. A lot of my players play cRPGs and are used to that style of play: a major questline with various side quests. The best piece of advice I can provide is simply providing motivation. You can't just drop the players in the world and say, "Now what do you do?" I've seen even experienced players wander aimlessly in this situation. I like to provide a dramatic hook on the onset involving why the party is together in the first place. The cliche tavern-meeting isn't likely to cut it. If you motivate the group in any direction, both you and the players will have a better sense of where the campaign is headed. If it helps, throw out some obvious adventure hooks to get the game started and let the players take the reigns once they get their feet wet. I'll echo DragonBringerX's suggestions of tools. Also, read some of the Alexandrian's essays on adventure design. Good luck and happy gaming!
I don't run my campaigns explicitly as either a sandbox or plot-driven path because I don't believe it's a simple dichotomy. There are overarching plots that are present with hooks aplenty, but otherwise the characters have free run of the world. Motivation is key. Obviously it has to be something the whole group has an interest in. The easiest way to establish my campaigns is the impetus for the group to be together in the first place. I don't have groups of wandering adventures, but a driving force that is a call to adventure. The players can choose to do with that what they will. I've had success with both new and experienced players. It's a lot of work of course to make everything fair game, but I've been able to work out how much is necessary to give my players the level of freedom they want. I have been fortunate enough to have a group that is understanding of the work involved, so they make game-changing decisions towards the end of the session.
The only themed party we had was an accident. We had 4 bards and a necromancer, so we jokingly said we were a death metal band on tour. The GM didn't have much time to plan ahead, so he had us write up two characters each and would decide at the first session. When we all presented our first choices it was just too good to pass up. |