Magister
2013-02-10 17:34:05 UTC
I'm starting a new fantasy campaign, and thus giving some thought to what
to tell players (to persuade them to join, to dissuade them if they're
not a good match, and for the benefit of eventually playing). Past
campaigns have succeeded and failed more or less by chance, and I thought
that this time I would try planning a little more.
My first concern is telling players things that they should find out by
playing; discovery is part of the appeal of a new campaign. So there's
the problem of providing enough common knowledge that players can make
meaningful character creation choices, but not spoilers.
The second concern is to create some cohesion in purpose among the player
characters; I can't imagine a successful campaign where players aren't
on the same page.
The campaign is heroic fantasy, and not particularly exotic despite the use
of my own rules; the player characters are the good guys, both because it's
unpleasant to referee the bad guys and harder to motivate adventures.
Any advice or comments appreciated.
to tell players (to persuade them to join, to dissuade them if they're
not a good match, and for the benefit of eventually playing). Past
campaigns have succeeded and failed more or less by chance, and I thought
that this time I would try planning a little more.
My first concern is telling players things that they should find out by
playing; discovery is part of the appeal of a new campaign. So there's
the problem of providing enough common knowledge that players can make
meaningful character creation choices, but not spoilers.
The second concern is to create some cohesion in purpose among the player
characters; I can't imagine a successful campaign where players aren't
on the same page.
The campaign is heroic fantasy, and not particularly exotic despite the use
of my own rules; the player characters are the good guys, both because it's
unpleasant to referee the bad guys and harder to motivate adventures.
Any advice or comments appreciated.
--
Magister
Magister