New RotRL Campaign - What do I tell my players


Rise of the Runelords


After reading much of KaeYoss "Problem Player" thread, I figured that one thing I have not been doing well is giving my players a good idea of what the AP will be about so they can make "appropriate" characters.

What I *have* told them (6 players) is:
1) SRD only + Beta Pathfinder rules + Prestige classes from the Pathfinder campaign setting.
2) Old DMG 28 point buy
3) Other normal 1st level stuff
4) and a recommendation on character classes, cleric, fighter(tank), rogue, sorcerer/wizard, 2nd tank (paladin, ranger, monk, etc), and a sixth character (druid, bard, etc), but I do leave what they play up to them. *Really* prefer no multi-class characters except for 1 PrC.

What I would like to also give them is a paragraph on what to expect out of the campaign so they can make characters that will last and be useful through the whole adventure. Does anyone have something like that?

-- david
Papa.DRB


Quite a bit of the ROTRL campaign takes place outdoors, the Druid and the Ranger are more powerful in this campaign than many others.
I play a Druid in this campaign and he is the most powerful PC in the party (summoner specialist, works great with the many large rooms laying around).
I would definitely mention that outdoor characters will do well in this campaign. Also this is more of a conventional campaign, not too many planar type adversaries like in STAP. You don't want clerics devoted to undead or demons in this campaign. Just what I have seen so far going through Hook Hill.

RPG Superstar 2009 Top 32

Also, while not Xenophobic, the residents of the small town are not exactly cosmopolitan.

Spoiler:
Strongly discourage your players from playing exotic races. Given the experience suffered by Nualia, the people of Sandpoint react very badly to strange creatures, even if they are beautiful and benign.

Half-Orcs have special challenges. An Asamar, Tiefling, Dragonborn, etc should be almost unplayable.

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