05-04-2022, 12:18 PM | #11 |
Join Date: Apr 2012
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Re: One-offs vs Campaigns
I prefer to keep using a character through several sessions. BUT to use a Pathfinder term, I don't like the 1-20 adventure paths. Those feel too much like being an actor just following a script in a play. I see things like the Quick Quests being useful here.
In our current FT game, we have two groups of characters that started at different times. Our first group rescued a group of captured/deceased adventurers and the GM let us create new characters to be the rescued group. A fountain of youth was involved to restore the deceased to life. All of the characters were expected to run through the Death Test early in their careers. Good way to find out if they are combat worthy before the player gets invested in the character. Nothing prevents a GM from fudging a damage roll so a character is rendered unconscious by the Prootwaddle's crit instead of dead. Tune in next week for Escape from Prootwaddle Village. Of course if the character is being stupid despite several hints from the GM, a death might well be final. |
05-04-2022, 12:27 PM | #12 | |
Join Date: Dec 2021
Location: Indiana
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Re: One-offs vs Campaigns
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05-05-2022, 03:07 PM | #13 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: One-offs vs Campaigns
I preferred campaign play in the past but that would be impractical for me now so I run one shots or a few linked scenarios.
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