| Hubris |
I'm not sure if this is the correct place to put this post, so if I happen to be wrong, please, somebody move it to the correct spot.
I am a relatively new GM, and am looking for ideas about a small game that a few friends want me to run for them. The main idea of the story is that it will be based on two or three PC's, who will be playing werewolves (born with it, and in control of their characters at all times) gaining levels as either druids or rangers- and all with wolf companions. I have already decided that they will have a pack-like group aspect, with the "alpha" having to make charisma checks (possibly intimidate checks?) to keep his pack mates in line. If another pack mate decides to attempt to take control of the pack, or impose his will on the pack for a particularly important decision, an intimidate check won't be enough unless he completely destroys on the rolls (one side wins by 10+)...
Basically, I have two questions:
1. Are there any interesting pack mechanics that I am missing out on?
2. What should I have them doing?
I have been kind of brain dead lately, so I would like a suggestion about a general goal. (Take over the world? Collude with a player to come up with a cool story about getting revenge?)
W E Ray
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WELCOME TO THE BOARDS!
Good luck with your new campaign; have fun.
The first thing that jumps out at me is the one PC is the "Alpha" aspect. Are all the players okay with this? I know if a DM told me I was gonna be a follower to the other players and had to make an opposed roll with a negative 10 penalty just to disagree with him, I sure as hell wouldn't play. The players should all be equal -- a team. I suggest thinking about what an "alpha dog" group of PCs means at the gaming table more than what it means as a cool story line.
As far as your plot, it sounds like you're playing in a homebrew campaign world... How detailed is it? Can you drop the PCs in a area "A" and let them explore, knowing what they'll find whether they go north or south? if so, let them do just that -- have fun.
If not, grab a few free PDF adventures here on Paizo, modify one you like for werewolf PCs, or rewrite big chunks of it completely, and go from there. It's easier for us to help with suggestions if we know a bit more of where you're coming from: If you say, for example, you downloaded "X" adventure and are modifying it for werewolf PCs and want to add a conquer-the-region plot to it, we can give lots more usable advice.
Keep us in touch.
EDIT:
There are Teamwork Feats in the APG that may add to you "pack mentality" concept as far as mechanics go. Take a look at d20PFSRD.com if you don't have the APG yet.
| Hubris |
Well... The idea is that they are all alphas, possibly including the animal companions (ooh! Just thought of that... Imagine, the animal companion taking control of the pack for a session with a well-rolled intimidate...). If one person wants to take control, they can either have an argument over it (we are all good friends, and know that as soon as the game ends, we will still be that way.) or roll opposing intimidate checks. This is partially to keep them from powergaming too hard (dumping charisma to max out strength will mean that your voice will not be as well heard in the pack, especially at first level.), and partially to add an interesting aspect to the game. I plan on making intimidate a class skill for all of them, no matter what class they take.
Yes, I am running a homebrew world and campaign. I have no idea what it will look like, although my assumption is that they will begin in a forested area. That is subject to change though, and I have begun to debate making it a coastal area.
Needless to say, I write the whole thing myself. I have successfully run two campaigns in the past, although they were short, only going to about seventh level for both of them. I try to make them completely original. This is unnecessary, but the people who generally play in my games usually get advice from some mutual friends on off days, and I am afraid that if I base it off of an adventure path, they might accidentally (or purposefully) get spoilers. They don't realize it, but they metagame heavily. I want to keep them on their toes.
Oddly enough, they almost never get on these forums, even though I love to come on here and read the discussions. It gives me lots of ideas.
Thank you, I will.