Monday, September 15, 2008

Designer's Notes

Before the new campaign really takes shape, I wanted to give players a glimpse into my mind-set of the new edition and my DMing approach to it. I am a big supporter of 4e mainly because the emphasis of a character is again based around their class and not the quality of magic items you can buy, steal, or make. This, in addition to each class actually being able to do something at every level from 1st to 30th, allows for players to develop an actual in game persona instead of worrying about being a level one wizard/sorcerer who can do nothing or a level 20 fighter who can do even less. In short, "roll playing" can once again return to "role playing" without sacrificing the functionality of your in-game mechanics.

Story-wise I'm looking to do some new and exciting things. Where my 3.5 campaign encompassed the idea of traveling the multi-verse at a whim, I have designed the new sessions to revolve around a selected group of regions and a smaller, more detailed collection of venues. I would rather the party be familiar with the features of a few hundred square miles than have to know about the entire cosmos. Also, gone are the days of demons, devils, and drow. While the occasional dark elf may show up in a tavern or something, I wanted to include new enemies, organizations, and villains players would be unfamiliar with. And before anyone asks, you do not (and will not) hear "boss music".

As far as characters go, I want everyone to play a race and class they really want to play. If that means we have 4 fighters, no healer, or whatever, then so be it. I will mold the campaign to fit the players. A character who you can relate to and like to play is the goal. I encourage everyone to flesh out their choices as much as possible. Back stories, pictures, miniatures, even old edition characters brought back to life are all encouraged. When it comes down to it, the players really write the story. I just narrate it. The more you put into it, the better it is for everyone.

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