One player. One Game Master. Roleplaying in this way is slightly different than with a group.
Did you, like me, sit in the cinema thinking “Now this is what I want to achieve for my campaign climax”? Did you sit around afterwords trying to figure out how? Well I did, and here it is.
Do you understand Six Degrees of Seperation?
Starting a Campaign the MoonHunter way, what more is there to say?
Pieh asked:Its around midnight, you are scheduled to play some RPG at about 10am. All of a sudden you find out the DM is sick (sore throat, ect) and he knows you’re planning a game. The problem is you only have a world map. You don’t want to disappoint everyone by letting them show up with no game to play, what do you do?
You fell victim to one of the classic blunders. The most famous is “Never get involved in a land war in Asia.” But only slightly less well known is this: “Never go in against a Sicilian when death is on the line.”
Great drama is at the core of the Gaming Experience. The character’s can’t be fighting the destruction of the world every session (though that can be fun), but there is great fulfilment in the climatic scenes of a campaign or long term adventure. Every climax is not seen in terms of violence (though it is very common). The personal stories of PC’s and NPC’s should also have meaningful expression in adventure climaxes. Yet all Climaxes in a campaign have similarities.
World Packs are the ONLY WAY TO GO!
Swords form a bond to their wielder. A symbol on the grip that is absorbed through the user's hand and appears on the back of the hand. Maybe only visible to them or others that have the abilities. Could give unique powers depending on when it happened and what they did to get it. It takes a specially made sword that only few can receive and made by a certain race. Then they must do something really heroic to unleash the swords power. Once unleashed it is theirs till they die then the sword goes dormant again till another accomplishes another feat.