My Eclectic Campaign World


3.5/d20/OGL

The Exchange

For the past however many weeks and months I've been thinking about it, I've been creating a world for my next campaign. Thing is, there's so many variants and new things that the PCs will probably never be able try everything I'm offering them. This includes, but is not limited to: new races, both splat book and homebrew; new classes and PrCs, again, splat book and homebrew; lots of variants in UA, including the spell point system and flaws and traits; new spells and feats...

The list goes on. Problem comes in right about here: Will my players be able to handle it? I know I can, as the only thing my mind likes to do is multi-task. It seems I can't do anything unless I'm doing something else at the same time. This isn't a new group, though; We have played together for years and this is my... third attempt at DMing with them.

The biggest thing is new classes. I'm including just about every Complete series class, and psionics, and I'm in the process of designing my own classes. I'm almost hoping that no one chooses the base classes, and that at least 1 or 2 people try out my home brew classes.

Does anyone think I'm going overboard?


How much of this is documented so far?

If the answer is "not that much", then you're probably going overboard. Also, creating new classes is tough unless they're playtested. What happens in practice is that they're either so restrictive that no one plays them or (more frequently) more powerful than most other classes and everyone wants to play one.

How many players are we talking about?


There's no such thing as too many options. I suggest writing out a list of all their possible options, each with a very brief description of the class/race/whatever. If nobody goes for any of your options, it's just because they're happy with core and there's not much you can do about it. (You could give them XP bonuses for rping new options, but I think that could get ugly fast.)

TS


It's "too many options" if you, the DM, get burned out creating and maintaining it. That's what I was worried about in my post.

Creating something like Golarion takes a group of professional writers years to develop, edit, and playtest. Working by yourself slows things down because you don't always realize that something you just wrote "doesn't work" until it's too late.


DudeMonkey wrote:

It's "too many options" if you, the DM, get burned out creating and maintaining it. That's what I was worried about in my post.

Creating something like Golarion takes a group of professional writers years to develop, edit, and playtest. Working by yourself slows things down because you don't always realize that something you just wrote "doesn't work" until it's too late.

Lots of burn out has to do with too much expectation in too little time. Compare the level of detail you desire with what time you actually have to accomplish it in.

(I am in the same process right now and it is lots of work but... the game looks to be awesome as it will fit like a glove.)


I find it easier to let them say what they wanna do for a lot of that kinda stuff.
It's like trying to buy somebody a Christmas present. You might score, but you could also just give them the money and let them buy something they really want.

The Exchange

The classes are based off of a suggestion that one of my players gave me. He said he saw it somewhere here on Paizo, but I'm not sure where so I'm making my own. It was basically a warlock variant, only they made pacts with elementals. Thus, I'm making 4 similar yet distinct classes based off of the same idea. I can't wait to see how it turns out.

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