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	<title>Comments on: Warstories:  Having a pool of characters</title>
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		<title>By: Zach</title>
		<link>http://newbiedm.com/2009/12/04/warstories-having-a-pool-of-characters/#comment-9537</link>
		<dc:creator><![CDATA[Zach]]></dc:creator>
		<pubDate>Tue, 20 Sep 2011 23:01:37 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=1422#comment-9537</guid>
		<description><![CDATA[This sounds like a really good idea.
Another idea I&#039;ve considered is running with the coterie theme from Ars Magica. The setup in that game is that the PC&#039;s all effectively play three characters (if I recall, I&#039;ve only heard about the idea, never actually ran it), the first and foremost being a wizard. In this world wizards really *are* more powerful than everyone else. Period. There is no balance. These wizards would travel with their coterie which would consist of a follower that could be a body guard, or wet works guy, more or less your standard non-wizard adventurer. They&#039;d also have their servants or &quot;Grogs&quot; I think they were called (again, could be wrong). They would travel the land pursuing their agenda with others of their ilk. Adventures were designed to take all three characters into account, the Wizard might be exploring an ancient library with his fellows while the henchman went about town investigating the murder of one of his friends, meanwhile the grogs might find they have to defend the camp from bandits while the heavy hitters are out playing.
Unfortunately every time I&#039;ve been in a gaming store they&#039;ve been completely out of the most recent edition of Ars Magica so I haven&#039;t been able to read up on this fascinating style of play. Still, might be worth looking into!]]></description>
		<content:encoded><![CDATA[<p>This sounds like a really good idea.<br />
Another idea I&#8217;ve considered is running with the coterie theme from Ars Magica. The setup in that game is that the PC&#8217;s all effectively play three characters (if I recall, I&#8217;ve only heard about the idea, never actually ran it), the first and foremost being a wizard. In this world wizards really *are* more powerful than everyone else. Period. There is no balance. These wizards would travel with their coterie which would consist of a follower that could be a body guard, or wet works guy, more or less your standard non-wizard adventurer. They&#8217;d also have their servants or &#8220;Grogs&#8221; I think they were called (again, could be wrong). They would travel the land pursuing their agenda with others of their ilk. Adventures were designed to take all three characters into account, the Wizard might be exploring an ancient library with his fellows while the henchman went about town investigating the murder of one of his friends, meanwhile the grogs might find they have to defend the camp from bandits while the heavy hitters are out playing.<br />
Unfortunately every time I&#8217;ve been in a gaming store they&#8217;ve been completely out of the most recent edition of Ars Magica so I haven&#8217;t been able to read up on this fascinating style of play. Still, might be worth looking into!</p>
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		<title>By: Jason</title>
		<link>http://newbiedm.com/2009/12/04/warstories-having-a-pool-of-characters/#comment-9187</link>
		<dc:creator><![CDATA[Jason]]></dc:creator>
		<pubDate>Fri, 19 Aug 2011 03:35:31 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=1422#comment-9187</guid>
		<description><![CDATA[Ive been gaming for some time and iI personally love to play all different types of characters. During a long singular campaign it can be difficult to work in though. The natural progression of a story line is that the difficulty level increases proportionaly with the player characters increasing abilities and experience. This makes it difficult when a character starts over again with a new character in the middle of a game.... Here was my fix. Introducing the &quot;generation&quot; character. To play another character the player would adopt a new character (but doesnt get to play it  yet). Really it can be gained by any manor, having a baby, adopting a needy non player character, etc, etc, etc. The player then donates to the needy cause, sending money, buying special weapons, paying for training and any other thing the player wants to prepair the next &quot;generation&quot; character for. When the player is ready to start the new character, the old one retires. (He can always come out of retirement) Vacation, writing memoirs, whatever... Leave it up to the player. Now you have a starting character but a well prepaired starting character that can still have natural progression and build up of experience through the game without so much offset in the story line.]]></description>
		<content:encoded><![CDATA[<p>Ive been gaming for some time and iI personally love to play all different types of characters. During a long singular campaign it can be difficult to work in though. The natural progression of a story line is that the difficulty level increases proportionaly with the player characters increasing abilities and experience. This makes it difficult when a character starts over again with a new character in the middle of a game&#8230;. Here was my fix. Introducing the &#8220;generation&#8221; character. To play another character the player would adopt a new character (but doesnt get to play it  yet). Really it can be gained by any manor, having a baby, adopting a needy non player character, etc, etc, etc. The player then donates to the needy cause, sending money, buying special weapons, paying for training and any other thing the player wants to prepair the next &#8220;generation&#8221; character for. When the player is ready to start the new character, the old one retires. (He can always come out of retirement) Vacation, writing memoirs, whatever&#8230; Leave it up to the player. Now you have a starting character but a well prepaired starting character that can still have natural progression and build up of experience through the game without so much offset in the story line.</p>
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		<title>By: dldzioba</title>
		<link>http://newbiedm.com/2009/12/04/warstories-having-a-pool-of-characters/#comment-8205</link>
		<dc:creator><![CDATA[dldzioba]]></dc:creator>
		<pubDate>Wed, 09 Mar 2011 14:44:33 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=1422#comment-8205</guid>
		<description><![CDATA[Strangely, my group has never run into this issue. We play our characters until the campaign ends or until they die, whichever comes first. I think it is highly dependent on the group, but you could try what we did when we didn&#039;t have enough players for a Shadowrun game. Each player got two characters, the only rule was you can only have one character in a scene.]]></description>
		<content:encoded><![CDATA[<p>Strangely, my group has never run into this issue. We play our characters until the campaign ends or until they die, whichever comes first. I think it is highly dependent on the group, but you could try what we did when we didn&#8217;t have enough players for a Shadowrun game. Each player got two characters, the only rule was you can only have one character in a scene.</p>
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		<title>By: Cord the Seeker</title>
		<link>http://newbiedm.com/2009/12/04/warstories-having-a-pool-of-characters/#comment-5955</link>
		<dc:creator><![CDATA[Cord the Seeker]]></dc:creator>
		<pubDate>Sun, 03 Oct 2010 02:31:05 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=1422#comment-5955</guid>
		<description><![CDATA[I&#039;m coming to this party late, but I thought it was a good concept and have used it once before.

A few years back, I ran an Arcana Evolved campaign, and it was a sort of a Mission: Impossible kind of thing with a rotating cast of characters. There was a common pool of characters, representing every race and class in the game, and for each adventure players would choose appropriate characters (or sometimes just one they wanted to play for a while). It worked really well because they were all new to AE and this gave them opportunity to try out all the classes and races.

I think this idea has a lot of potential in a 4E game, what with new content always coming out. I know that I keep wanting to replace my current warlock with something else as the fancy takes me.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m coming to this party late, but I thought it was a good concept and have used it once before.</p>
<p>A few years back, I ran an Arcana Evolved campaign, and it was a sort of a Mission: Impossible kind of thing with a rotating cast of characters. There was a common pool of characters, representing every race and class in the game, and for each adventure players would choose appropriate characters (or sometimes just one they wanted to play for a while). It worked really well because they were all new to AE and this gave them opportunity to try out all the classes and races.</p>
<p>I think this idea has a lot of potential in a 4E game, what with new content always coming out. I know that I keep wanting to replace my current warlock with something else as the fancy takes me.</p>
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		<title>By: jafaro6</title>
		<link>http://newbiedm.com/2009/12/04/warstories-having-a-pool-of-characters/#comment-5189</link>
		<dc:creator><![CDATA[jafaro6]]></dc:creator>
		<pubDate>Wed, 18 Aug 2010 18:24:12 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=1422#comment-5189</guid>
		<description><![CDATA[I haven&#039;t tried this in play yet (its something I&#039;m considering for my upcoming D&amp;D campaign) but I always thought a pool of characters as a large group that were seperated by frequent plot devices could be an easy way to let the players play multiple characters. The basic idea being that each player creates a couple characters (lets say four, one of each archetype ie: defender, striker, etc...) that they think might be interesting to play.

At the begginning of the story and every level or two or appropriate break in the plot, the whole gang gets together (with five players you&#039;re looking at a group of 20). The players talk about what they want to do and the different things that need to be done to accomplish that (ie: We want to stop the invading army, to do that we need to send heroes to rally troops and defend at the bridge, the moutain pass, the main highway and the port). 

The players decide which portion of the adventure they want to do and they split the parties four ways, taking the character they would like to play for the next few sessions off to whatever adventure the group wants to play. They then play that character until they all meet up again after that major plot point. The activities of the &quot;NPC&quot; characters (ie: the player characters that are not being actively controlled by the players) gets resolved off screen by the GM (or, I supposse, you could jump between multiple parties to let the group experience different parts of the story) and the GM lets the party know what their other characters had been up to and their outcome. 

They then decide what to do next, break up into parties, rinse, repeat. The trick would be keeping the different characters comparible. Off screen characters would need to accumulate XP and magical gear at the same rate as the main characters so there wouldn&#039;t be a power difference that might prevent a player from using them. There&#039;s also the issue of players not knowing how to play their other classes if they spent the first five levels playing a fighter and then tried to switch to a sorcerer.]]></description>
		<content:encoded><![CDATA[<p>I haven&#8217;t tried this in play yet (its something I&#8217;m considering for my upcoming D&amp;D campaign) but I always thought a pool of characters as a large group that were seperated by frequent plot devices could be an easy way to let the players play multiple characters. The basic idea being that each player creates a couple characters (lets say four, one of each archetype ie: defender, striker, etc&#8230;) that they think might be interesting to play.</p>
<p>At the begginning of the story and every level or two or appropriate break in the plot, the whole gang gets together (with five players you&#8217;re looking at a group of 20). The players talk about what they want to do and the different things that need to be done to accomplish that (ie: We want to stop the invading army, to do that we need to send heroes to rally troops and defend at the bridge, the moutain pass, the main highway and the port). </p>
<p>The players decide which portion of the adventure they want to do and they split the parties four ways, taking the character they would like to play for the next few sessions off to whatever adventure the group wants to play. They then play that character until they all meet up again after that major plot point. The activities of the &#8220;NPC&#8221; characters (ie: the player characters that are not being actively controlled by the players) gets resolved off screen by the GM (or, I supposse, you could jump between multiple parties to let the group experience different parts of the story) and the GM lets the party know what their other characters had been up to and their outcome. </p>
<p>They then decide what to do next, break up into parties, rinse, repeat. The trick would be keeping the different characters comparible. Off screen characters would need to accumulate XP and magical gear at the same rate as the main characters so there wouldn&#8217;t be a power difference that might prevent a player from using them. There&#8217;s also the issue of players not knowing how to play their other classes if they spent the first five levels playing a fighter and then tried to switch to a sorcerer.</p>
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		<title>By: TitoElito</title>
		<link>http://newbiedm.com/2009/12/04/warstories-having-a-pool-of-characters/#comment-2621</link>
		<dc:creator><![CDATA[TitoElito]]></dc:creator>
		<pubDate>Sat, 16 Jan 2010 17:51:03 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=1422#comment-2621</guid>
		<description><![CDATA[Hi, I&#039;ve never DMed before, although I want to eventually. Right now I&#039;m in a game with a DM who just started playing DND in 4e, and it has been really great. We started off with a party of 3 doing the Scales of War campaign, but then my brother left for a year to Korea, so there were just two players, so at that time both of us made a secondary character and played them both at the same time, so that there was a party of 4.

It worked out really well, and our DM even let us make a kind of &quot;home base&quot; for our adventuring group in the city. When we got two other people to join the group, the one guy retired his other character, but the DM let me keep mine and just say what I wanted her to be working on within the city while the rest of the party was off adventuring. At about 6th or 7th level, I switched characters, and gave the DM a plan about what I want my other character to do while the secondary party is off adventuring.

Having a pool of characters like this is important, and because I&#039;m only sticking to two, I&#039;ve had decent chances for character development as well, and I intend on keeping them for the entire course of the campaign (if they live that long).]]></description>
		<content:encoded><![CDATA[<p>Hi, I&#8217;ve never DMed before, although I want to eventually. Right now I&#8217;m in a game with a DM who just started playing DND in 4e, and it has been really great. We started off with a party of 3 doing the Scales of War campaign, but then my brother left for a year to Korea, so there were just two players, so at that time both of us made a secondary character and played them both at the same time, so that there was a party of 4.</p>
<p>It worked out really well, and our DM even let us make a kind of &#8220;home base&#8221; for our adventuring group in the city. When we got two other people to join the group, the one guy retired his other character, but the DM let me keep mine and just say what I wanted her to be working on within the city while the rest of the party was off adventuring. At about 6th or 7th level, I switched characters, and gave the DM a plan about what I want my other character to do while the secondary party is off adventuring.</p>
<p>Having a pool of characters like this is important, and because I&#8217;m only sticking to two, I&#8217;ve had decent chances for character development as well, and I intend on keeping them for the entire course of the campaign (if they live that long).</p>
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		<title>By: by_the_sword</title>
		<link>http://newbiedm.com/2009/12/04/warstories-having-a-pool-of-characters/#comment-2062</link>
		<dc:creator><![CDATA[by_the_sword]]></dc:creator>
		<pubDate>Fri, 11 Dec 2009 18:34:24 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=1422#comment-2062</guid>
		<description><![CDATA[Run a 4e version of &quot;Tomb of Horrors&quot;.  That ought to give each player a chance to play several different characters.]]></description>
		<content:encoded><![CDATA[<p>Run a 4e version of &#8220;Tomb of Horrors&#8221;.  That ought to give each player a chance to play several different characters.</p>
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		<title>By: Philo Pharynx</title>
		<link>http://newbiedm.com/2009/12/04/warstories-having-a-pool-of-characters/#comment-2057</link>
		<dc:creator><![CDATA[Philo Pharynx]]></dc:creator>
		<pubDate>Wed, 09 Dec 2009 22:25:07 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=1422#comment-2057</guid>
		<description><![CDATA[Newbie,  it sounds like you have some epic plot threads.  Often in those kinds of games it can seem as if there&#039;s more evil to fight than one group can handle.  I suggest having a second group of characters.  Perhaps some of them are friends or relatives of the PC&#039;s.  Or former henchmen.  This lets everybody try something different.  In some cases you can switch characters between the groups, or have people come and go.  It also lets you try unusual parties without risking your game.  In one world, we had our normal group and the stealth group.  The stealth group (four halflings, a gnome and a token human) was used for different types of missions.   It does mean twice the prep, but you&#039;ll also have twice the time to do it.]]></description>
		<content:encoded><![CDATA[<p>Newbie,  it sounds like you have some epic plot threads.  Often in those kinds of games it can seem as if there&#8217;s more evil to fight than one group can handle.  I suggest having a second group of characters.  Perhaps some of them are friends or relatives of the PC&#8217;s.  Or former henchmen.  This lets everybody try something different.  In some cases you can switch characters between the groups, or have people come and go.  It also lets you try unusual parties without risking your game.  In one world, we had our normal group and the stealth group.  The stealth group (four halflings, a gnome and a token human) was used for different types of missions.   It does mean twice the prep, but you&#8217;ll also have twice the time to do it.</p>
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		<title>By: RoudVolf</title>
		<link>http://newbiedm.com/2009/12/04/warstories-having-a-pool-of-characters/#comment-2050</link>
		<dc:creator><![CDATA[RoudVolf]]></dc:creator>
		<pubDate>Wed, 09 Dec 2009 11:58:16 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=1422#comment-2050</guid>
		<description><![CDATA[In my campaign I am planning to use a major &quot;sponsor of adventures&quot; (which I am planning to be a low profile member of the Wynarn University on Fairhaven on the Eberron Campaign Setting) who sign contracts with a lot of adventurers to find some riches and treasures which will all be tied to a major plot connected to a big event in the world&#039;s past (in this case the Day of Mourning, to the ones who know Eberron it is the single most important event of the last year... so there is a VERY good reason for someone want to sponsor a lot of adventurers). All adventures will happen in parallel which makes the char advancement equal for all groups. Of course shit could happen - some adventurers of the other groups leaving the cause for other sponsors or to sponsor themselves or even dying - and some new adventurers could come into play - the players possible new characters. It would be neat as they would have already probably met the other characters at least once at the sponsor&#039;s enclave (Wynarn University). Of course players could just do what they want and create a new char not sponsored by the patron and even play out a villain who repented which wouldn&#039;t be too difficult to adapt. 

I think it is perfectly fine to introduce new chars to the campaign without stopping it and starting a new thing and it is also perfectly fine to create chars with higher level (DMG teaches how for a reason, right?) if that is consonant to the players fun. The &quot;Say yes&quot; philosophy is really an evolution to role playing because it gives an active part to the players in creating the major story and can even make they want to DM eventually.]]></description>
		<content:encoded><![CDATA[<p>In my campaign I am planning to use a major &#8220;sponsor of adventures&#8221; (which I am planning to be a low profile member of the Wynarn University on Fairhaven on the Eberron Campaign Setting) who sign contracts with a lot of adventurers to find some riches and treasures which will all be tied to a major plot connected to a big event in the world&#8217;s past (in this case the Day of Mourning, to the ones who know Eberron it is the single most important event of the last year&#8230; so there is a VERY good reason for someone want to sponsor a lot of adventurers). All adventures will happen in parallel which makes the char advancement equal for all groups. Of course shit could happen &#8211; some adventurers of the other groups leaving the cause for other sponsors or to sponsor themselves or even dying &#8211; and some new adventurers could come into play &#8211; the players possible new characters. It would be neat as they would have already probably met the other characters at least once at the sponsor&#8217;s enclave (Wynarn University). Of course players could just do what they want and create a new char not sponsored by the patron and even play out a villain who repented which wouldn&#8217;t be too difficult to adapt. </p>
<p>I think it is perfectly fine to introduce new chars to the campaign without stopping it and starting a new thing and it is also perfectly fine to create chars with higher level (DMG teaches how for a reason, right?) if that is consonant to the players fun. The &#8220;Say yes&#8221; philosophy is really an evolution to role playing because it gives an active part to the players in creating the major story and can even make they want to DM eventually.</p>
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		<title>By: Theodore</title>
		<link>http://newbiedm.com/2009/12/04/warstories-having-a-pool-of-characters/#comment-2049</link>
		<dc:creator><![CDATA[Theodore]]></dc:creator>
		<pubDate>Wed, 09 Dec 2009 03:26:28 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=1422#comment-2049</guid>
		<description><![CDATA[The first thing I labeled on the map of my main campaign city was the &quot;Adventurer&#039;s Guild&quot;, Essentially just a bar/hostel/continuous job fair for those who make a living by risking their lives.

Though I hadn&#039;t really planned it that way, having this in the campaign world would make switching out heroes relatively easy... Just head back to the guild and trade out PCs at the end of the adventure.

Another option is let one of the Hench-folk step up to bat, perhaps revealing abilities previously hidden. The &quot;Main&quot; PC is still there, just faded into the background while Henchy gets his groove on. Once the &quot;7-adventure Itch&quot; runs it&#039;s course, the Follower goes back to being just that, a follower, and the main PC steps back to the fore.]]></description>
		<content:encoded><![CDATA[<p>The first thing I labeled on the map of my main campaign city was the &#8220;Adventurer&#8217;s Guild&#8221;, Essentially just a bar/hostel/continuous job fair for those who make a living by risking their lives.</p>
<p>Though I hadn&#8217;t really planned it that way, having this in the campaign world would make switching out heroes relatively easy&#8230; Just head back to the guild and trade out PCs at the end of the adventure.</p>
<p>Another option is let one of the Hench-folk step up to bat, perhaps revealing abilities previously hidden. The &#8220;Main&#8221; PC is still there, just faded into the background while Henchy gets his groove on. Once the &#8220;7-adventure Itch&#8221; runs it&#8217;s course, the Follower goes back to being just that, a follower, and the main PC steps back to the fore.</p>
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