Saturday, February 16, 2013
"I don't want to kick down a door and eat a Fireball" *kicks door, eats Fireball.
I was recently informed of interest in a Pathfinder campaign. I'm more than happy to run one. But, in order for me to do that I first need to know the opinions of the players. I had a campaign in mind then I though it may not be a good idea to jump right into a deep complex story. I figure the DM should first get to know individual play styles and group dynamics. Also, the players need to become acquainted with the manner in which the DM runs sessions. With that said, I propose an introductory campaign. With your help I will write out a short campaign that will hopefully get us all comfortable playing together. The way I've run campaigns in the past is to let the players figure everything out on their own. I drop the breadcrumbs, you follow(but only if you want to). When creating characters I tend to allow the max point buy value or you roll. This is the method I use for rolling stats: roll 4d6 drop the lowest, add the rest and that's one ability, you do that 7 times drop the lowest. With rolling you can end up with two abilities at 18 or higher or you could end up with several abilities lower than 10, more often you wind up in the middle. I do add restrictions so you don't have a crippled character. Players usually dictate the flow of sessions, meaning if the party wants to go off on a tangent quest I'll allow it, on the other-hand if you spend half the session arguing over who gets what magic item I might step in. I would like feedback from you the players on what you'd like to see in a campaign and your expectations of a DM. Also we should discuss the logistics of the group, I.E. day/time/length of session.
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