| Post/Author/DateTime | Post |
|---|---|
| Squaba02-13-06, 08:07 PM | I need some opinions on a campaign that I’m about to run but I don’t want to run it by my players first because it would ruin the idea. We’re starting a level seven Gestalt game, they PCs are from a different plane and are being sent to the plane of Toril (Forgotten Realms setting) on various missions. For the first game I had planned on having the player arrive on the plane bereft of their magical power/items. A flux in the machine used to transport them had an unforeseen side effect of temporarily nullifying the magical auras of all their items. It also effected the magic of the party wizard, and because the god worshiped by the cleric and paladin resides on a distant plane they find their abilities similarly dampened. Keep in mind I don’t intend on removing their powers permanently, it’s a 24 hour kind of deal, after words the auras return and the clerical connection with their gods returns full force. I was going to use the time that they were weakened to try and establish that even though they are relatively high in level; and mostly an evil party, that they cant just run into this new plane and expect to run the show. My question is do you think that maybe it’s too much? I know for certain I have one player who will enjoy the challenge, but I have another who will rile against being cut off from her god for even a minute amount of time. I also have the added challenge of two relatively new players to consider and I don’t want to scare them away by appearing to be too harsh of a DM. Before I get anyone saying, “If you think it’s too difficult you shouldn’t do it” understand that I don’t think it’s too hard, personally I would enjoy playing in a campaign like this. But I have a penchant for playing the harder games and reveling in the challenge and thinking that victory is all the sweeter for the difficulties. |
| DeadKeepWalking02-13-06, 08:22 PM | How is it affecting the Wizard, Cleric, and Paladin? Is it dening them their spells, or just making their spells weaker/easier to resist/shorter range/affect fewer targets/what? Having the magic items go haywire for a day shouldn't be too much of a problem for any party, unless they have to deal with enemies with DR X/Magic, then it is more difficult. |
| Squaba02-13-06, 08:31 PM | I Was simply going to take away the spells, I already know the Wizard wont mind, I'm mostly worried about the cleric. |
| DeadKeepWalking02-13-06, 09:06 PM | Make the cleric think it is some sort of divine barrier that the cleric needs to breach. Make up some bizzare thing to do so the cleric feels important by thinking that the cleric's efforts allowed their deity to provide them with their power again. Don't just strip the magic, and give no signs that it disappeared. Most characters that use magic, have some sense of the magical energy they use. Give some hint like, "You feel strange after the trip, and your inner energy feels faint," or something along those lines. You should have their magic gradually return over the course of the day, instead of just suddenly coming back. They won't feel as helpless then. |