An odd idea for a T1: Village of Homlett conversion
Posted: Tue Jun 12, 2012 7:12 am
I was working out this post... probably almost 40 minutes, but I then decided I was being way to verbose and unclear as to why I was even posting... so let's just hit this bullet point style, and acknowledge that I will quickly and thoroughly answer questions that may arise:
I plan on running a campaign consisting of T1-4: Temple of Elemental Evil, A1-4: Scourge of the Slavelords, and GDQ1-7: Queen of Spiders (15 AD&D modules in 3 "super modules" that attach to each other) - for my own strange reasons, I have decided not to simply run them with AD&D as written... and have, after a few different systems came to mind, decided firmly upon DCC for the campaign.
The idea I had, and would like some feedback on - how people think they would feel about it as a player, what they might change if they were to use it as a judge, etc. - is concerning the determination of 0-level characters.
Gary wrote a very detailed description of the village that include nearly every living person that call Homlett home, and includes a number of visitors to the area as well. Why not use those people as a pool of characters from which to draw the "funnel team"?
I am thinking of generating as a 0-level character every person mentioned in town that is "of age", including the few "farmer now, but still a 4th level fighter from when he adventured in younger years" types as 0-level farmers, and excluding the NPCs with current class experience (like all the NPCs the party might hire if playing AD&D) until the party has gained levels such that those NPCs could then be hirelings or replacements for dead characters with levels to their name.
There would be a simplified list containing each characters roll results from character generation, and the players could randomly determine which character from the list they got, taking turns until everyone had the right number of characters so as to not leave players feeling they didn't get a chance at the "cool characters" or some such complaint... and making sure that the party can't just grab characters based on stat spreads and take the "best" group possible.
It would be a pretty big list... but the players might actually have a full-TPK at 0-level depending on how they go about things, and having a full "second wave" to use might actually be a boon.
I don't know... it seems fun to do, and I think it would add to the feeling of impact upon the setting by actually involving a tangible reduction to the character's home town friends & family with every character death.
I plan on running a campaign consisting of T1-4: Temple of Elemental Evil, A1-4: Scourge of the Slavelords, and GDQ1-7: Queen of Spiders (15 AD&D modules in 3 "super modules" that attach to each other) - for my own strange reasons, I have decided not to simply run them with AD&D as written... and have, after a few different systems came to mind, decided firmly upon DCC for the campaign.
The idea I had, and would like some feedback on - how people think they would feel about it as a player, what they might change if they were to use it as a judge, etc. - is concerning the determination of 0-level characters.
Gary wrote a very detailed description of the village that include nearly every living person that call Homlett home, and includes a number of visitors to the area as well. Why not use those people as a pool of characters from which to draw the "funnel team"?
I am thinking of generating as a 0-level character every person mentioned in town that is "of age", including the few "farmer now, but still a 4th level fighter from when he adventured in younger years" types as 0-level farmers, and excluding the NPCs with current class experience (like all the NPCs the party might hire if playing AD&D) until the party has gained levels such that those NPCs could then be hirelings or replacements for dead characters with levels to their name.
There would be a simplified list containing each characters roll results from character generation, and the players could randomly determine which character from the list they got, taking turns until everyone had the right number of characters so as to not leave players feeling they didn't get a chance at the "cool characters" or some such complaint... and making sure that the party can't just grab characters based on stat spreads and take the "best" group possible.
It would be a pretty big list... but the players might actually have a full-TPK at 0-level depending on how they go about things, and having a full "second wave" to use might actually be a boon.
I don't know... it seems fun to do, and I think it would add to the feeling of impact upon the setting by actually involving a tangible reduction to the character's home town friends & family with every character death.