VikingTopHat |
Over the summer, I'll be running a short few-session campaign for some friends who are coming into town. I want the game to be memorable, something none of the players have ever experienced or will likely again. Now I could write a campaign full of brooding pathos and daunting spectacle, but frankly I'm not that great a writer. I can spin a solid meat and potatoes yarn, but the sort of transcendent storytelling described in the pretentious GM advice sections of White Wolf games is beyond me. Even if I could, it's hard to care about your character in just a few sessions, let alone have any kind of arc.
So how do I make this memorable? Well, gestalt is cool, everyone always talks about wanting to play in a gestalt campaign, but what if I take this one step further? What if I throw all caution and good taste to the wind and let players make gestalts of not two, but three classes? I started getting excited excited just thinking about it. Gunslinger/inquisitor/monk? Wizard/alchemist/barbarian? Summoner/bard/paladin? Not only do all those sound awesome to play mechanically, each already has a distinct identity based on the characteristics of each of the classes they chose. You're a bard? Doesn't tell me much. Now, a summoner/bard/paladin? That's a story I'd like to hear.
So essentially I'm wondering, (1) is this a terrible idea, (2) what level should the game be so that the players have cool powers but aren't swamped with complexity, and (3) how should I modify the challenge rating of encounters? Thanks a bundle.