| Post/Author/DateTime | Post |
|---|---|
| drasticale01-25-05, 05:15 PM | I've decided to run a campaign. Partly to fill in the time between my other games I am a player in, and partly to give the only other guy I know who really likes Eberron a chance to play. I'm going against the grain in what I normally do, and using one of the pre-made campaigns from this site to get started. <I'd run the official modules, but we've already got one group with that going> I plan on using 'Wreck Ashore'; and I figure that Q'barra would be the best place to try and drop that in there. The Cold Sun lizardfolk tribe fits almost perfectly. One problem I have though, is with the person I am trying to give a chance to play. He has already argued with me about why things I want to do won't happen, and I know throughout the game, I'm going to be running up into these arguments with him incessantly. I'd appreciate help on why an Aundair wizard would be able to be contacted by the Morgrave Institute to help guard a shipment of dragonshards, <which he's complained about because he says that his Wizard would look down on it, and not work with it>, and anything else that could continue my storyline. I'm a slightly experienced DM, and a fresh face in Eberron. |
| Lacan Nylanodel01-25-05, 05:34 PM | The first thing you have to do as a DM running a game for another DM, I have a LOT of experence with this, is to make sure the player knows that this is YOUR game. He can do what ever he wants to with his own game but YOU make the rules in this one, and if he can't handle that maby he sould stick to DMing. In responce to why an Aundair wizard would want to protect dragonshards for morgrave institute, try to work with the PC to find a reason that he would do this (in exchange for info the PC wants, to repay an old debt, ect). If the PC feels that this is an action that the character absolutly would not do you just have to be up front with him that this is interfering with your story line and make him work dilagently with you to create a story that would lead the PC to a place/situation that is simmilar to (if not exactly) where you need him to be for the story to continue in a way that works for you. Just rember that any who-what-when-where is possible in D&D as long as you figure out the how and why. Hope this helped :) |
| Uller99901-25-05, 05:37 PM | if you say that the aundairan wizard is student at the floating towers of Arcanix, than you could say that a professor at Morgrave who is connected with Mograve (potential plot hook) is looking to do some research wherever it is the dragonshards are getting shipped, and so goes to Sharn and from there the boat as an errand boy for his mentor. He doesn't neccecarily have to be there as a guard and if he wants to be a pompous ass to the other characters for his "unimportant but mandated tasks" than he can. Anyway just a thought |
| Gurv01-25-05, 06:00 PM | Don't let someone else tell you that something wouldn't happen the way you describe it. Unless you are having mental difficulties, you are perfectly capable of telling when something doesn't make sense. I have two solutions for you, which I have used in the past. 1) When a player sees something that he doesn't think would have happened that way, look at him and say "Hmm. That is weird. Why would Morgrave Institute contact you to do this?" Make it an in-game question and have his character deal with it the same way anyone deals with an event that doesn't seem to make sense. 2) If a player says "I don't go on that mission, because I don't think that my character would", you should agree with him. Tell him that that is fine, that you commend him for roleplaying his character's priorities so well, and tell him to please make a character that would go on such a mission. When he complains, look at him like he has ten heads, and ask him why he made a character that didn't want to go on adventures. Don't let him go back on his former character's choice not to go; that would be bad roleplaying. |
| Brastan01-25-05, 06:03 PM | What's the wizards allegiance first and foremost. Is to the Arcanix(?) in Aundair, to his fellow adventures(adventuring is a thing of its own with its own allegiances), or to something or someone else. If its to Aundair then here's one. The wizards is there, like Uller999 has said, of some sort of task. In this case its Dragonshards for Xen'drik artifacts. Remember that Morgave although small has a virtual monopoly on Xen'drik relics in the academic world. The collages in Aundair may want one and a Dragonshard is rare so its a good trade. This is not all that uncommon I would think. Academia is mad thing(with magic even more so), just walking around Morgave would be an adventure unto itself. (*scribble scribble* now were did that preview go..., DM notes :) ) |
| drasticale01-25-05, 06:04 PM | Wow. All of that was extremely helpful. Thanks, very much. |
| Alac Luin01-25-05, 06:18 PM | Just becouse he would look down on Morgave doesn't meen he can't work for it. The higher ups in Aundair, of an old friend, or to repay a student loan, etc tell him he needs to do this. I like Gurv's answer #2. But before you tell him to make a charicter that would go on such an adventure, give the charicter a 500 ex point RP bonus before it goes into unused charicter bin. :) |
| drasticale01-25-05, 06:29 PM | I also wanted to ask if this was a good idea. Have players make 4 1st level characters they wanted to play. Considering how metropolitan Sharn is, any one of these characters could have a smiliar chance of being hired for a job, if they hang out at any one place enough. That way, not only do my players get to make different characters, but when I give them the campaign teaser, they can decide which character they want to play. And also, I don't mind the idea of having a non-iconic party; but my other DM friend swears to never run a game without an iconic. I believe that even if all four players are fighters, they'll evolve to fit the circumstances they've come to see from me. One of the reasons I don't appreciate having to have an iconic party, is because somehow someone feels like they are being stuck as the cleric. |
| Gurv01-25-05, 06:36 PM | And also, I don't mind the idea of having a non-iconic party; but my other DM friend swears to never run a game without an iconic. I believe that even if all four players are fighters, they'll evolve to fit the circumstances they've come to see from me. One of the reasons I don't appreciate having to have an iconic party, is because somehow someone feels like they are being stuck as the cleric. What are you saying here? What do you mean "without a iconic"? Regardless, the phrase I think you are looking for is: STFU. Does this DM have 'Gamer Stereotype' stamped on his forehead? I think he sounds a little too stuffy to be playing in a setting as open-minded as Eberron. Run the game the way you want. What is he going to do? Cross his arms and refuse to play? Jump up and down until you agree to play his way? Tell him to sit down and play in the game you are running, or go do something else. I can't see why you care to keep him in the game at all. |
| drasticale01-25-05, 06:42 PM | By, without an iconic... I meant; the only characters he allows are ones that fit into the four iconic roles of a party. Fighter, Cleric, Wizard, Rogue. He doesn't want two fighters, or two wizards. <Replace each name with similiar class, as appropriate> But, yeah... I guess I just like trying to keep everyone happy. Thanks for the input. |
| Alac Luin01-25-05, 06:47 PM | 4 characters per player is a bit much, not just for the player, but a bit much for the DM to keep track of. 2 would be easer, and perhaps a few made up by DM for players to use. The only problems of not having the standard Fighter type/rouge type/healing type/arcane caster type is that if you are running pre made adventures issues can arise. Most adventures do assume presence of all components. This can be worked around in several ways, but some adventures may be completely ruled out... ("The presence of a spellcaster is essential to....") As long as your willing to work around these issues, go for it. |
| Gurv01-25-05, 07:41 PM | Thats what I thought you meant. Well, he does have a point. Groups lacking one of the 'iconic' classes are more likely to run into a situation where they don't have what they need to deal with it. But 'not allowing' groups without an iconic makeup is...retarded. I suppose he doesn't allow actions that he doesn't think are best either. I bet he is a master of railroading players; I mean, once you start by telling them what they want to play, why stop there? Don't get me wrong. I think that the players should have input from the DM about what classes may be needed in a game, and I have disallowed choices that wouldn't work in a particular campaign. But a blanket statement about how they party must be built? Wow. I'd tell him to go home and DM himself, since thats obviously what he wants. As far as having them build multiple characters and choosing which one to go with once they know the situation...I like it. Maybe require fewer characters per player, but if you have players who like to make characters, go for it (I have players who agonize over every detail, taking days to flesh a PC out so this wouldn't work for me). My solution to problems similar to yours is what I call the 'character pool'. I have a binder with premade characters which the players can select from. They can also create characters and add them to the pool, once I approve them of course. So far it hasn't happened, but it also becomes possible for one character to be played by more than one player over the course of a campaign. I'm filling the pool with characters I think up, NPCs I detailed and didn't use, and characters I find posted online. Since the makeup of the group changes often, most of the characters eventually know each other, meaning that they make good source of cohorts if someone picks up Leadership. |
| drasticale01-25-05, 08:46 PM | There is an idea too. I was thinking of something along those lines. Keep the unused characters as actual NPC's, running around Sharn. Having a basic motivation would let me use these characters when I thought they'd fit; and facing a character you made the basis of would seem fairly unique. I also like the idea of a character binder; but I do have players who love making characters... especially when they are bored. So, what I might do is offer some incentive for players to create NPC's, and PC's for general purposes. I think I'll start compiling my campaign ideas altogether, tonight. |