| Lazaryus |
I'm working on a new campaign, featuring to adventuring parties played by separate groups. I started this thread in suggestions/house rules/homebrew, but have been trying to get it moved here. Until then, here is the link.
| Derrick Winters |
/me copy-pastes his reply from the other thread:
I suggest the following:
1) Have 20 pre-generated characters; keep them simple & straightforward; give them a quirk, a flaw, a goal, and three "bond options"
(one positive, one negative, one neutral relationship to another character: "positive" = A saved B's life in the past; "negative" = A owes C a large amount of money, "neutral" A and D are from the same hometown)
2) Do not force the players to pick the pregens, but have them as template, tell your players: Pick one of these, or make one like them - with a quirk (=personality trait that "colors" the character), with a flaw (a weakness, not necessarily mechanical), with a goal (something that character wants to achieve) and three generic "bond options" as outlined above.
3) Once the PCs have picked their characters, have them apply the three bonds to other PCs - irrelevant if the "bonded" PCs are party members or "rival party members".
4) Offer quests, take the goals of the PCs into account, and watch what happens. Stay on your toes; if a PC reaches/fulfils/changes his goal, prompt the player to find/create a new goal.
Have the relationships change/evolve throughout the game to avoid them becoming stale and static; offer boons (free traits/feats/ability score increase/spells known) for changing relationships/reaching IC goals.