| Sir_Wulf RPG Superstar 2008 Top 16 |
Let your player characters be heroes, not victims. I'd suggest something like:
- The PCs are in town to meet with a powerful NPC patron/teacher/ally when big bad shows up, escorted by a group of minions. A group of defenseless bystanders is also present in the area. Big bad orders his minions to secure the area and starts killing.
- The powerful ally tells the PCs, "Get those innocents out of here! This foe is beyond your power to defeat: I'll hold him off! Get the (McGuffin); I'll meet with you in _____ (etc.) "
- The villain's minions oppose the PCs leaving. Violence ensues. Their ally falls as the PCs finish off the minions. If they're going to save the innocent bystanders, they need to bolt. Give them something to keep them with the bystanders, such as a boat or wagon the NPCs can't drive effectively. Otherwise, they may be tempted to go back in to fight the big bad.
| Wander Weir |
I'm late to this thread but I'll probably be the one player who actually likes the idea of making two PCs and having one get killed in the introductory adventure. I've actually done that very thing intentionally in a previous campaign and thought it was great.
But I'll admit, I'm weird. I also hate making optimized characters and prefer an adventure where there's a pretty good chance that my character will get killed if I'm not careful.
The immortal guy and the hollering about everyone being guilty of not serving him or whatever...that's the part I'm not so fond of. I wouldn't be so thrilled to know that there's one guy in the very beginning who I can't stop and will have to struggle for an entire campaign to kill. That just sounds...frustrating.
| I_Use_Ref_Discretion |
So here is where I need advice:
Is this a good idea?
As a player would you like this or would it piss you off?
Should I let the players know ahead of time that I will kill half of them off in the first hour of the game?
1. I wouldn't do it personally... could depend on your group of players. I generally lean toward bad idea.
2. As a player, it might annoy me, but I'm very agreeable to "unusual" scenarios or situations as a player.
3. You might warn them that it is going to be a brutal "campaign" - even out the door. Tell them when you say brutal, you mean it.
Dark_Mistress
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I don't think it is a good idea.
Instead of having them make 2 characters. I would instead make a short adventure in a town. Have the PC's save it and hopefully become friends with a lot of the towns folk. During a celebration in their honor have it happen. Kill off most of the NPC's the players like best, do it in brutal ways. Like one PC likes a farm lass and tries to get her out a window. Have the thing throw a table leg at her just as she is jumping out running her threw with it etc.
BUT with that said make very very sure you tell your players up front it will be a dark and gritty game. They need to know that going in OOC or they will likely be very unhappy with you.
VikingIrishman
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I'm personally rather fond of the "Community defends to its last" motif. I've used it more than once to launch a campaign and it always hits an emotional mark. When a terrifying monster shows up in town and instead of running, the townsfolk do all they can to defeat the creature, its inspirational as hell, and gives the PCs a reason to adventure together, as they're one of the (very) few who survived the ordeal. Sure a level 1 commoner will rarely hit an illithid, but an illithid surrounded by 50 commoners is bound to get hit often enough to drop it before it kills EVERYTHING.
| Mr.Fishy |
You want your PC's to fear something? Build a legend around it. Have NPC's talk about it. Have characters in game see one guarding something imporant. Never let them know what it is. Have them witness the power of this thing from the side lines. Have them fight a monster like a bugbear or an ogre and then have this bastard solo the same monster in front of them. Don't roll dice.
Tell them that this scary bastard eats rainbows and s&%@s lighting if there aren't any stats they don't know if that's true or not. When the time comes to fight one make the fight harder by adding minions or a handicap like terrian or poison. Have a fear aura break the line and let the soft target take the first hits.
No player is scaried of a monster that has stats. The unknow is frighting until you name it.
Call them something scary and never let the party get a good look at one. Instead of killing the party have it ignore them or throw them around the room less lethal more scary.
"Your sword slams into his side, the blade pulls free clean. He seems to notice the attack. His eyes never leave his target's face."
Thats more frighting than "He cuts off the fighter's head."
| Mr.Fishy |
You want your PC's to fear something? Build a legend around it. Have NPC's talk about it. Have characters in game see one guarding something imporant. Never let them know what it is. Have them witness the power of this thing from the side lines. Have them fight a monster like a bugbear or an ogre and then have this bastard solo the same monster in front of them. Don't roll dice.
Tell them that this scary bastard eats rainbows and s%@&s lighting if there aren't any stats they don't know if that's true or not. When the time comes to fight one make the fight harder by adding minions or a handicap like terrian or poison. Have a fear aura break the line and let the soft target take the first hits.
No player is scaried of a monster that has stats. The unknown is frighting until you name it.
Call them something scary and never let the party get a good look at one. Instead of killing the party have it ignore them or throw them around the room less lethal more scary.
"Your sword slams into his side, the blade pulls free clean. He seems to notice the attack. His eyes never leave his target's face."
Thats more frighting than "He cuts off the fighter's head."
| Phi'Shaw DM |
Well I ran the first session and it went well. I went with my second plan of having two NPCs fight the thing and request help from the PCs. I changed the back story so that now some people contract a mental condition that leads them to go into chaotic frenzies killing loads of people. Instead of the Immortal claiming everyone was guilty he came and said that the NPCs were killing people and when they said who, the Immortal killed the first one.
So the NPCs and PCs fought the Immortal for quite a long time, the players constantly thinking they needed to run. As they were about to give up I changed the Immortals tactics and gave the PCs sense motive checks, which they all ended up with 18+ on to sense fear in the Immortal. This kept them around long enough for the Immortal to finish off the last of the two NPCs. I had one PC kill it. I then had it get back up on it's turn(which was next in the order) and everyone attacked it and dropped it again, followed by some coup de graces.
This ended up with the PCs forced to either travel by train to a city with more Immortals or off into the unexplored wilderness where madness and certain death awaits. They choose madness(thankfully) and now they are on the run from the law with no idea where they are or where they are going, in a wilderness that makes men lose their minds.
Everyone seemed to have fun and enjoy it. They are very afraid of fighting another Immortal anytime in the near future and will try to avoid them and towns as much as possible despite what it means. They question all of the lore I gave them about the background world and now I just have to decide which parts to make real and which to let be programming by the Immortals. All in all I got everything across I wanted to and my players seemed to have a lot of fun. Especially when I decided on a whim that the body of the Immortal would explode when one player who was so adamant about burning the body finally got to set a flame to it. They loved it.
Thanks again for all of the great advice I received here. I feel that I can trust these boards with my DM questions now, which I never felt I could trust the wizards boards.