A Few Questions [Archive] - Wizards Community

Post/Author/DateTimePost
drasticale

05-24-05, 03:54 AM
I'm running a campaign for two... One knows the rules <and follows them far too closely, if you ask me>, and the other will be picking up a d20 for basically the first time.

I'll be running the modules for these two, and tossing in my own little extras such as little sidequests for a bit of a balancing purpose.

Now, I intend on running this campaign as long as I can get away with, and yes I do intend on bring this to 20th level. You may consider this out of the Eberron feel, but... some heroes somewhere have to be fighting the machinations of the Daelkyr; even if most of the other heroes are barely able to keep the Houses in check.

My question is, with two people, what levels should I start them out at, considering I am running the modules?

I plan on tossing in my own sidequests; most notably one involving the first trip on the House Lyrandar airship, but I also intend on inserting a 'Guest' NPC rather often. <Which will let me test out some things I've been wanting to mess with; and it will give the PC's contacts back in Sharn.> I'm tempted to keep a Guest NPC in always, and would need the ramifications a third member in the party would do to the starting level.

The last question is; we all know that House Cannith is divided... And if that doesn't confuse players walking into, I'm wondering who else would be able to profit from the house tearing itself apart. You know, beyond the 'I want all of creation either in my grip or under my heel' types. I want a progression of immersion that facing the unknowing pawns at the very fingertips of the Daelkyr brings; and the queasiness when they figure out they themselves were the claws.
Knuckles

05-24-05, 05:05 AM
Definately start on the 1st level, because of the new player. He would have a hard time adapting to the rules, especially if (s)he selects a mechanichs-heavy class (like a wizard or cleric). Besides, developing the characters from the beginning is much more rewarding, IMHO.
drasticale

05-24-05, 05:21 AM
Hmm... this altogether would take a lot more work that way. Mostly elongating the parts between the adventures on the side quests; and tossing in two 'Guest NPC' types for the Forgotten Forge...

I don't want to inundate the game with my own NPC creations unless I give the characters a choice... I think a certain patron might offer their services to the two of my characters in return for a portion of the coin on the trip <And of course sucking up exp with their presence to deter gathering too many of them>; that way I can make as many as I want, and then have the PC's choose who'd they want to bring... Maybe they'll even get attached to them. I plan on loading the choices towards WF, with a few other choices... mostly human arcane types. If they are loyal to a specific NPC in the selection, and actually take care of her... then when the betrayals start happening, they might have a new ally on their side... if not then, well... a la Operation 66.