This post is part of a series that covers the preparations I do for my current D&D campaign. You can follow it here and the various DM logs I wrote here.
Yup it’s another game week for Chatty’s gang as I pick up and read through Expeditions to the Demonweb pits and try to hack this adventure into semi-playability (as defined by my perception of fun for my group)…
PM was asking me why I was giving myself so much trouble using it instead of making my own… my 2 second answer was “I’m stealing its production value and core plot”, the rest is going to be mostly mine…
As the title of the post hints, we’re starting to feel the end of the campaign and players are becoming more critical of their characters and motivations. Players have started talking about other classes they never got to play or old favorites they’d like to play again.
For example, while discussing with Yan about the new Pathfinder character he’s building, I noticed just how eager he was about trying something new (even if we are probably going to be playing it just one session). The discussion evolved to the point where Yan came clean that while he likes the fluff around Lillee and that she represents exactly what a Pixie sorcerer could be in D&D, he isn’t all that thrilled anymore as to how she plays out.
As we evolve as players and DM, we come to realize that some concepts and play styles are more appropriate for each of us.
Yan is that strange breed of player that wants to be both a Storyteller, a Butt Kicker and a Tactician. Furthermore, if you’ll allow me to borrow from Magic the Gathering lingo, Yan craves interactivity with the game’s elements, he likes to engage enemies, trade blows, jump on their back and steer them into walls .
While Lillee completely delivered to his inner story-teller, she was designed to be non-interactive. She’s this invisible, flying, spell casting character, MtG’s equvalent to a blue Control Deck (the archetype Yan hates the most).
So we agreed that Yan would make himself a new character. The design so far seems to be a Swordsage (Book of Nine Swords) multi classed with a Scout (Complete Adventurer). We discussed how to integrate him in the party and he’s working to build ties with other party members.
I’m rambling, I know, but this example serves to show you that some of my players, seeing our game drawing to an end, mid May is basically 8 games away, are looking for other things. I intend to stay true to my ‘play what you feel like’ philosophy and allow new characters (at the same Xp level).
Since my discussions with Yan, Eric (Cruguer) mentioned that he might go for a classic Wizard.
So here’s where I want to drive at in terms of Adventure Prep for this week, character changes bring a certain level of disruption to an established group. The question of ‘why should we allow this stranger to join us’ needs to be answered effectively to limit Storming in the group.
Here’s what I intend to do.
Last game, the characters received a prophecy that points toward the solution of the various Drow and Yugoloth threats against Ptolus and the rest of the game world.
Well, what if that prophecy had been given to other parties as well? What if, as darkness descends on Ptolus, organizations perish or revert to self-preservation? What if in that chaos, the recent actions of our party of PCs shine as a beacon of hope and others start flocking to it?
Now we get a Gygaxian extended party where players can switch PCs at pre-established points in the story and we can now assume that some unexplored plot hooks in our free play style get explored by some of the off screen members.
I don’t know about you, but I like this ‘patch’.
Now onwards to the adventure…
This week the players are presented with two hooks to explore:
- A drow portal that links the near-surface of Ptolus to an area possibly deep in the Underdark under the city.
- A Prophecy that talks of Demon death, gates and Keys.
Based on my player pre-game hype-generating banter, part of the group wants to go Underdark hunting for the Drow base of operation while the adventure, as written, goes quite another way.
So once again I’ll do something different from my natural style. I’ll resist from railroading the group.
I plan to allow players to choose which path to follow. I will make following the Drow path a bit harder as the scale of what’s brewing on my world is, as planned, way above the capabilities of a small group to deal with. However, there will be a reward at the end of the line and a story to tell.
(It must be said that while we never played a Planescape game, we also never played an Underdark themed arc… so both possibilities are attractive to me right now).
Now since all players currently will have fighters, I will take the hint that I must focus on interesting fights. They’ll get them all right! 🙂
In order to have a successful session I need to focus on:
- Make the Drow a credible threat. Last game was a washout and I want Aravar the Elf (Math)to see that the Drow are a real threat to his people.
- Weave Yan’s new character into Nogard’s story… I want to revisit the price that needs to be paid to have accepted to be transformed by a Lovecraftian horror.
- Cruguer is probably going to be featured for the last time in the game, I need to exploit his weakness (fear of death) with the path Eric chose for him (fighting the undead) and maybe have Eric realize that he wants to keep playing him some more…
- Start blowing stuff up in Ptolus to really drive home the point that the Bad guys have the means to bring about something Dire to the world!
So the players will get to decide if we start progressing into the new adventure or go explore something else… and my mission is to stay neutral in the decision…
Thank god for pre-drawn battle maps and the later Monster Manuals!
Davetrollkin says
I really like the idea of an Extended Party.
I did something similar with my current Ptolus Campaign. I started by having Each of the Characters Invited to the Funeral of Naelyn Vaneris, the Elven Seer.
They all recived a Letter and some Items in his will pointing them in the direction of the plot hooks. Even 12 levels into the campaign they are still convinced that he faked his own death and is manipulating them.
When one of my players wanted to Change Characters I told him that his new Character had also been at the funeral and Gave him a letter pointing him at the rest of the players.
Several other Games have similar ideas; Ars Magica has Troupe style play with each player making two PC’s a Magi and a Companion and then playing which ever is more appropriate to the session.
Final Fantasy Tacitcs on the Game Boy had Clans where you picked your Team for each fight from a stable of Characters and could send them off on solo missions as well.
It is also good if you have Players that can’t attend every session as your party is Changing each session anyway.
John Arcadian says
In my DND group we are working on doing troupe style Gming. We’ve kind of embraced the extended party idea in these circumstances. When I take the reigns to run the game for the week, the old GM switches in his character for mine and the party moves on like that. Another player has gone through so many character concepts and left them semi-attached to the group that we have 3 or 4 people that we could add in if we wanted, or if we needed temp characters or NPC hirelings. An extended party generally works well if you have some kind of central structure for them to be around. Such as a military organization, a central employer, or a guild of some sorts, as opposed to a central important campaign goal that everyone is trying to achieve. If everyone wants to go get the BBEG for personal reasons , then it doesn’t make sense that 4 out of 8 of the extended party sits out half the missions.
ChattyDM says
The idea behind our extended party is that the BBEG is unfolding a multi pronged plan that has many manifestations.
The Extended party will address all these, but the party of players will be the one the camera is on.
But it makes a lot of sense to have a central organization around which the players and thier multi-PCs can gather around.
loneGM says
It sounds like you have an excellent communications standard with your players. That’s incredibly important, and can be difficult to arrive at – even with friends you’ve been gaming with for decades.
I’ve done the multi-characters to each player in mission based games. It works well if the PCs are a military outfit or superheroes on a large team – or in games with a high rate of attrition (Tomb of Horrors comes to mind).
ChattyDM says
I’m one of those incredibly lucky DMs to have a great bunch of relatively easy to cater for player.
The group has lived on semi-continuously for about 20 years.
But we are experimenting some stagnation and burning out and our frequent changes in style and characters is our way of trying to deal with that.
Dean says
That’s pretty similar to the cohort system in some CRPGs, namely Knights of the Old Republic II and Neverwinter Nights 2. As the story changes, you can swap out party members (and they all stay leveled to you, no less). At first, I really kinda hated it, because you had to take specific characters at specific times, but in a real RPG situation, this could be really cool.
Now I have to resist telling everyone in my PbP game (Scarred Lands: Conquest at http://plothook.net – still looking for players) to roll up multiple alts…