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Administrator Posts: 507 |
Here is a quick guide to help folks when starting a new campaign as a DM: 1) Set max number of players: Is this a closed campaign or an open PUG? 2) Set starting level: Level 1 start is tough b/c everything can one-shot a player. Level 3 is a good starting point for low level PC's Level 5 means that PC's have built up some amount of reputation 3) Set Character Gen. Rules (a) Gestalt? (b) Roll stats or points: 30 is normal, 40 allows for Multi-ability dependent characters (c) Allowable races: Racial ECL should not exceed starting level +1. For example, if you have a level 2 start, don't allow a race with 3 racial HD and a Level Adjustment of +1. With one character level, this is a level 5 character. (d) Will you allow characters to buy down ECL? For example, an Aasimar has a Level Adjustment of +1. This means they cannot be level 20....ever. Unearthed Arcana has a vareit rule where at level 6, you give up 6,000 XP (don't advance to level 7) to "buy off" that +1. At that point, you can continue to advance as normal. A level 20 character can buy off a total of +3 (Zal may want to explain this one a bit more). (e) Starting gear/Wealth: DMG has a table for average wealth by level. For more cash, you let characters roll their starting gold into that, or let them have max starting gold. Also, what limits will you put on gear? Will you allow characters to invest everything, and let them have a Bag of Holding to carry everything? Will you allow them to start with the ring of not eating and sleeping? (f) Feats/Homebrew: Will you change/disallow any feats? This is usually done on a case by case basis. Magazine feats are usually excluded. I hope this helps lots. See you all in the world. | |
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Site Owner Posts: 463 |
On this note, there are a couple of things I want to add to Paladin's post: When I make a campaign, I have a story or goal in mind. I always start there. From the rough idea, I try to flesh it out a little bit: who is it effecting, how would it ideally go down, and how does a party of adventurers fit in. I also begin to flesh out the world itself: what else is going on in the world, are they going to conflict, or just add more stuff to do, Paladin went over the character aspect of a new campaign. I just wanted to point out that the character build options are generally one of the last things I think about when doing a campaign (generally thought of on the fly the day of :D) | |
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-- ...imaninja...
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Administrator Posts: 124 |
The thread is titled "when starting a campaign", but my comments are more in line with "building" a campaign so, if anyone wants to try that, here goes: 1) Start with a general theme or setting 2) Build a map of the starting country 3) Plan major events, not a pre-programmed plotline | |
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Administrator Posts: 154 |
There's actually a section in the DMG about building a campaign world. To add to Opal's ideas about starting with a country, it mentions that there are two main ways to design maps and areas: Starting micro and starting macro. Some people find it easier to start with countries and kingdoms, then break it down as necessary and as things develop from there, others find it easier to start with a farm or shire, plot a couple major landmarks, but then fill in the local areas as the party explores. The latter involves the kind of "Fog of war" that most games include as an exploration mechanic when maps are not readily available. I'm sure i have more to say on this, but I'm too tired to think of it right now. Will check back later -Z | |
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