|
|
|
#23 |
|
Join Date: Nov 2008
Location: Rome, Italy
|
Just my 2 cents:
1. "Custom" settings can be a real pain for your players, they don't know how they work, what their characters can (and can't do) what to expect and what to aim for. I think this is the main obstacle of many campaigns, for this reason i always go with "known" worlds and then i adjust on the fly. Personal experience form my current witcher campaign: it's already a 3 in 1 setting (books, video-games and TV show are WAY different) but in this way the players have a baseline to anchor... Nevertheless a player asked me "how to became a paladin" that don't exist in any version. 2. Don't mix setting, rules, and player options... The more obscure rules you use the more difficult is for your players to follow. Try doing the reverse: ask your players which characters they have in mind and build from there, you could be surprised on how well can match a "berserk" inspired swordman and Warhammer tinkerer. 3. Don't overthink: unless you want to write a book, the setting is a shared property with your players, it need to be detailed only as needed. Maybe you spent weeks on defining the regions and the who's who while their PC wants to go elsewhere or are interested in different kind of adventures.
__________________
“A strange game. The only winning move is not to play. How about a nice game of chess?” |
|
|
|
| Tags |
| campaign design, new gm |
|
|