Re: Starting as Normals?
I've run two games like this.
In one the players were suited to it and enjoyed it immensely, but treated it as a madcap, slapstick townsmen run amok and get into weird predicaments sort of thing. They didn't really want to become "adventurers" so I ended up running a bunch of storylines in the city they lived in that were suited to a an innkeeper, a streetsweeper/chimneysweep, a less-than-honest mercantyler, a bar-wench by day burglar by night, and a high falutin' courtesan with lots of contact with the nobility and wealthy burgers. It was very entertaining and some very amusing stories occured, but it did not turn them into a party of warriors, spell-slingers, and ne'er do well anti-heroes running off the slay the great evil of their day, or to raid ancient tombs for treasure.
In the other game I ran like this half of the players weren't suited to it and pretty much refused to cooperate and whined about having 25+25 points to build characters on (which is pretty burly for a "normal") and started engaging in annoyingly obvious dink-fu despite the fact that I assured them they would not face anything unreasonable for characters built on that level - they just didn't like it and I ended up scrapping it after a few sessions because it was clear it was going to be painful to keep it going (which was sad for the other half of the group who were enjoying it and playing along).
My advice is to first and formost make sure all of the players are onboard. After that I would give them 25+25 points to make skilled or competent normals, and I would ask them to make a character who can grow into the character they want. So someone who wants to be a big war-hero might start out as a talented city watchmen or some such. I would also be careful about assigning experience based on "how they play their characters." This is a point of friction waiting to happen. The player may think they should get X for how they played their character while you think they should get Y. Ultimately, if the characters don't grow the way the players want them to the game will fail.
This requires maturity on their part and yours - to make a game where the character transforms from X-Y and the GM manages the growth enjoyable you will have to emphasize communication, communication, communication. It will also require some forthought. If they aren't big heroes already, how do they know eachother - and why do they work together? Also, it means you have to create scenarios designed for specific aspects of character growth. It can work, but it will take work.
Last edited by Vondy; Nov 16th, '06 at 03:27 AM.
Nihil tam absurde dici potest, quod non dicatur ab aliquo philosophorum.
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