Puna'chong |
I haven't run a campaign of a single class before, though I've come close. Once had 3 rogues and a cad fighter. Seems like rogues are a popular choice, with good reason.
I've been tinkering with the idea of running an open-ended "heist" campaign set either in Golarion or in Eberron. Inspired by "The Lies of Locke Lamora" by Scott Lynch. Idea would be for the players to necessarily have a vested interest in seeking out opportunities for wealth, planning out how to get in and out of jobs, and then having fun with what their money can do for them. I guess you could have someone contracting them for different jobs if they can't really come up with anything they want to steal, though I'd love for the players to think, "Dang. We could totally infiltrate the Kalistocracy and steal from people who everyone's too afraid to steal from."
And once the Investigator Mastermind archetype comes out, that'd be a fun villain or opposing group to go up against. I've always been partial to treasure hunt, heist, and tomb-raiding stuff =)
KidDangerous |
I had a 3.5 campaign where 4 of 5 players were rogues (ninja, pirate, bard/rogue and assassin/rogue). The 5th was a wizard.
Was one of our best campaigns ever and (for some characters) lasted until Epic levels. There were some interesting moments as without the traditional combat-based and healing-based characters they had to find alternate ways around problems (the kobold blender being the group's favorite).
Excaliburproxy |
I have run and played in some one-shot or two-shot games where everyone builds one class.
We have done all summoners, all oracles, and all bards. I have also done a game of just magicless martial classes (fighter, cavalier, rogue, and gunslinger).
All Oracles can still have a really good and balanced party.
KestrelZ |
Lots of them.
Twice we had all cleric parties. This worked surprisingly well, though combat bogged down a lot whenever the group encountered creatures with high spell resistance or constructs.
Premise - one was just to see if it can be done, the other was a holy quest campaign.
Result - Combats did drag on, yet if part of the party was victorious, the rest of the party was back on its feet quickly.
Once we had an all monk party and ran a very 1970s flavored Kung-fu theater vibe of an adventure.
Result - A lot of fun if you run through the tropes of avenging your fallen Sensei.
There was an all wizard party at one time, though it only lasted three or four sessions. Fun, yet one of the players detracted from the game too much by wanting a custom race and very uncomfortable playstyle choices.
Premise - Special mages were secretly being eliminated, and the PCs happened to be the types being eliminated.
Result - Except for the player that wanted to be an above and beyond special snowflake (the other PCs stepped aside of an obvious assassination attempt and let him die) the group was entertained and had memorable moments. It was fairly low level play.
Although I have had all-martial PCs, I haven't had all of them as the same class (it was mostly fighters and one paladin).
premise - Everyone just happened to want to play martial PCs.
result - Combat tended to be fast and deadly. After the group reached sixth level, half of the group were on their second or third characters.
Zalman |
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I have played in one such campaign, in which our party consisted of seven Magic-users, each with a different specialty. It was tricky, but loads of fun.
I have also DM'd a long-running campaign involving an all-Paladin party, riding oversized hobnailed Reindeer in a frozen northern wasteland. The party was tough -- took out a Young White Dragon (3e) at 2nd-level. We got to really explore the whole Paladin thing in depth, without any inter-party tension. It is one of my most treasured DMing experiences.
Arikiel |
In my custom world most wizards learn their craft in academies. Each "school" of magic is like taking a different major, with the non-opposing schools being like minors. So for example you'd have a major in Evocation and a minor in five other fields of arcane study.
Anyways! Having an all wizard party would be pretty interesting in my world. Each character could have a different area of the arcane they focus on. It would all be a bit Hogwarts (or Unseen University) but it would be fun.
PS. I've played in a campaign where we were all honorable knights of the realm….. except for the one rogue who would go sneaking into enemy camps to assassinate enemy generals and other such unseemly things without the rest of us knowing about it.
Abrisene |
Our group preferred "theme" games that had some restriction on race or class to both tie the group to the setting, and also simply as a challenge.
We've had:
Party of Dwarven Barbarians. Group worked for an NPC transmuter that wanted samples of exotic food and drink from far and dangerous places to replicate for sale. It was our longest and most fondly remembered campaign. Highlights include proving adulthood to a lizardman tribe by being tethered to a tree, disallowed from touching the ground, and having to wait (roll random encounters) until they could get a horn from some lizard. They were up there with no gear except for gnawed together stickmail and crappy spears for two years. Afterwards I had the *players* pantomime out their adventures, as was custom of the lizardmen tribe, whenever they would visit.
Party of Dwarves. The monk stole the show with his explanation of monks in the Dwarven world. It was a delightful combo of the shaolin monks from the Kung Fu tv show, and Iron Chef.
Party of Bards. We'd been watching Metalocalypse, and had a great short campaign that subverted the normal D&D&P business model of "B&E, murder, profit" and turned it to "B&E, rock out, depand payment from a bewildered vampire/owlbear/otyugh/etc, wreck house if refused, profit".
Party of Goblin Barbarians. Circus goblins that were part of a strong-man act with a Bugbear that was the main part of their act. When he went missing, they went to find him armed only with a royal pardon (for being goblins) and profound ignorance. They had to give progress reports back to the circus in the form of enchanted stationary that would fly letters to the recipient. I've a stack of them somewhere, kept as I disallowed words and insisted the players draw it out with their non-dominant hand. F'n hilarious. They would subdual brawl to pick the direction of travel, or settle anything really; the losers would simply wake up in a new place.
Party of Rogues. Our long standing campaign world has about half the world as continuous urban sprawl. Weird rogue guild/cults abound. With house-ruled deadly smog and acid rain, everyone that wasn't noble kept their faces covered. It was a very claustrophobic and paranoid campaign; it also was the only time multiple players had confessed to how close they were to selling out or abandoning the party when games were done.
Deaths Adorable Apprentice |
we are playing a campaign of pure randomness. the DM is randomly generating the world as we move though it. so our classes were randomly decided by a dice roll. we are all summons's and I am loving my eidolon, George. if we die the race and class are randomly generated again. I want a group of bard or alchemists but that hasn't happened yet
gamer-printer |
I've run 2 all rogue parties from the same Thieves Guild in a purely urban campaign. Ideas from those games actually helped in the creation of Rite Publishing's Way of the Yakuza supplement. There are rules for creating a custom yakuza gang from that book that could be easily adapted to a criminal syndicate or thieves guild (rules are based on the PF City Stat Block).
I've run an all cleric party. A holy see, a meeting of the ecclesiastic leaders within an empire, when athiestic terrorists strike and divergent churches work together to overcome the threat.
I've run all barbarian party from same tribe in a pseudo mesolithic theme with plieostocene animals, and raging spirits of power causing inter-tribal strife, and to stop the Caillech Bheur (winter hag goddess) trying to restart the iceage though a gory ritual, and return her as chief goddess over ogres and giants (and the banishment of men).
I've been thinking about doing a Seven Samurai one-shot using the four samurai archetypes (kuge, nitojutsu sensei, tajiya, yabusame) from Way of the Samurai, but also include a ranger (yojimbo), a monk, a rogue or ninja. If high enough level, I'd even allow one to have the mosa prestige class. So all martials of mostly ronin and their comrades.
Pendagast |
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I have , back when 2E was the current edition, played in a group were everyone was a Rogue-type character.
Everyone was a rogue on a pirate ship, except the character who played the 'captain' (I was the bosun) and he was a Bard kit called a 'Blade'.
The character class doesn't sing or dance or play an instrument, it's basically performance with bladed weapons.
So, in 3.PF it would be a Knife Master rogue with performance feats and dazzling display.
so in essence, technically yes?
We did try a "Turok Dinosaur Hunter" low-low- bargain basement-low magic campaign, where everyone character WAS a barbarian.
But as you can guess with no healers and all various type of barbs.
No one made it to 2nd level.
So it wasn't a "Campaign" lol.
Randosaur |
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I always wanted to run/play a campaign where everyone is a band of Bards traveling through Gnome country where an evil wizard is stealing all their color, joy and fun and turning them into Spriggans. Basically a mixture of Jem, Carebears and Rainbow Brite.
Have them solve murder mysteries / haunted house heists like Scooby Doo and you've got something.