I spent some time thinking last night and I want to reset the group. Expectation management is mostly my job as a GM, so i want to make sure we all have a consistent experience and the most fun. I understand that you voted to continue, but i find it unnecessary for that specific campaign to continue for everyone to get my understanding of what they need for a fun experience. We will switch to a more casual, standard 5e game. No home brew – module based. These are mechanic driven adventures, filled with a lot of combat. Setting will be the Forgotten realms. I’m intimately familiar with the world from its early publications so I know most of the general political and national factions. I will just use modules to run adventures in – much easier for me as a GM. These expectations allow you maximum flexibility in character creation and expression.
So what does this mean? Its exhausting, i know, but 1st level characters, using any official UA, Volo, Xanithar, PHB or forgotten realms setting race or class. And yes, this is snarky, but the forgotten realms allow for maximum race/class combo because 5 million top level predator races have been at war for thousands of years in mostly a stalemate, making enough magic items for you to trip over in an open field. It’s a world that makes no sense on any real basis, so its perfect for epic/high fantasy. If you have to ask, the answer is no if its in some other setting or outside these parameters. Point buy stats. This way, im not required for any character creation. This may seem punitive, but its not intended to. Expectation management is the best way to ensure we all have fun. You may not like all the stipulations, and trust me, its far from ideal for me (its close to worst case for me in terms of flavor), but i think it makes life easier and more fun in the long run because the drama and effort around the game is brought to a minimum.
Action Items:
Official Setting – less prep work/universally understood character limits (but far greater options than current)
Revised Gaming Contract – less stipulations
Simple adventuring outlook – no story based loyalties to limit RPing or actions
Published rules – 5e standard; no modes because its balanced the way it is for official settings
Desired Outcomes:
LEss prep work for players and GM
More flexibility in session to session game flow/less story compromise
Please do not apply terms like “POWER GAMING” or “SELFISH” – this is just a survey for a game environment we can have fun in.
Scope
Epic: World changing – the differences the PCs make are at the large scale/long game level and deal with entities far removed from “everyday” life
Local: The PCs are making real differences in people’s immediate lives that live around them and can see it.
Day-in-the-life: The gritty reality is that the PCs struggle and do not really see the effects of their actions as they are so busy surviving.
Notoriety
PCs are heroes and everyone knows it to begin with
The PCs struggle over time to become “heroes” in service to a higher good
The PCs are adventurers that wish to enrich themselves; if good results from their actions, this is the goal
The PCs are adventurers that wish to enrich themselves; power is the pursuit, the results of this are irrelevant
The PCs are malignant and narcissistic; they delight in the suffering their actions bring
Action
The PCs are powerful and a force to be reckoned with that all respect or fear as they make their own way; the players generally power their way through most things
The PCs are friends of the people, and the lives of everyday folk primarily guide their actions; politics and non combat play a significant role in the campaign
Realism
I prefer to use the standard rules as a model of danger; each encounter can be handled and the PCs have very little chance of permanent death unless it’s a TPK or many consequences outside the adventure. Any PC should be able to try any ability check – maximum inclusion is the way to go, regardless of realism.
I prefer to adopt a more deadly realism that relies on quality of success and not random quantity and allows some active defense (defense is used to reduce damage, not merely make it harder to hit). PCs should not be able to try anything – in many cases, it’s outside of common knowledge (DC 10 mostly) and capability if they are not trained (as indicated by skill/knowledge proficiency).