How to run 0-level funnel with one character per player?
Posted: Thu Dec 15, 2016 12:23 am
I have been interested in starting a DCC game, and my current gaming group is on board. I grew up on 3.5 D&D, but over the years have slowly drifted to older editions. Now-a-days, I prefer to run older editions, but have never enjoyed that many older modules seem to assume that players are running multiple characters, i.e., modules for 10-15 5th level characters. My gaming group enjoys the old school feel, but their background is one of heavy roleplaying with a single character. I'm not alone in feeling that multiple characters can break the immersion when it comes to character development (even when dungeon crawling). I usually have players run single characters of higher level as needed.
Now, I have explained the 0-level funnel to my group, and they are excited to try out DCC and run their ill-equipped peasants into trap filled dungeons. I want to run Sailers on a Starless Sea, but upon reading it, I realized that it assumes multiple characters per player, 10-15 0-level characters. In any other game, I would raise the levels of the characters and players would play one character at a time. However, raising the character level defeats the purpose of the 0-level funnel, which is half the fun!
My question is: How would you modify a module a 0-level funnel for 10-15 0-level characters to be a 0-level funnel for 4-6 0-level characters. Due to the deadliness of the game, players would still have 'multiple' characters, but play one at a time with a queue instead of playing all characters at once. Or, if you do not recommend this route, why?
Now, I have explained the 0-level funnel to my group, and they are excited to try out DCC and run their ill-equipped peasants into trap filled dungeons. I want to run Sailers on a Starless Sea, but upon reading it, I realized that it assumes multiple characters per player, 10-15 0-level characters. In any other game, I would raise the levels of the characters and players would play one character at a time. However, raising the character level defeats the purpose of the 0-level funnel, which is half the fun!
My question is: How would you modify a module a 0-level funnel for 10-15 0-level characters to be a 0-level funnel for 4-6 0-level characters. Due to the deadliness of the game, players would still have 'multiple' characters, but play one at a time with a queue instead of playing all characters at once. Or, if you do not recommend this route, why?