I am trying to find a system that That will speed up time so to speak). I hope to do a discovery phase (so to speak) im creating a Thieves Guild Campaign currently. Fonding information for Guild Structure, Missions, Operational ect..
I have forgone with my initial plan of setting up training sessions to build up certian ability skill. Instead im looking for some way of aging program or system.
For example the players will all be starting out their characters in the youth to young adolescent years or their characters age. Orphans collected up by the Guild's Theif Maker from a collection of Rural orphanages in the surrounding areas of the Guilds Influence.
They will not at this time discovered their abilities, skills or features weather racial, class, or otherwise my goal is to phase that in as they grow in age and experience during training ect..
So my question is how would you set up a passage of time phase highlighting events of each character both individually and as a group to allow the discovery of the parties identity as well as the individual discovery of identity both in who they were background wise and where they are going class wise.
Is there a series of charts that could provide random results for options of experiences?
Is there a Passage of time chart for such a thing?
What would you do in this instance?
or
Perhaps what have you done in the past and what was the pro/con's of it?
N4 Treasure Hunt is pretty much what you are looking for I believe. Check DM's Guild to see if there has been a conversion, but if not, should be easy enough for 5e. You'll just need to modify the basic premise: 0th level characters who get shipwrecked.
As they play through the adventure, their actions determine what class they become and what alignment they are. Also includes a “What if they don’t do this?” section.
N4 Treasure Hunt is pretty much what you are looking for I believe. Check DM's Guild to see if there has been a conversion, but if not, should be easy enough for 5e. You'll just need to modify the basic premise: 0th level characters who get shipwrecked.
As they play through the adventure, their actions determine what class they become and what alignment they are. Also includes a “What if they don’t do this?” section.
great share, i was looking for something like this also. yes, there's a 5e conversion, <$2 .
Have you ever played a Fable game? (video game on Xbox). Pretty much the entire story is the 'life of a hero' progressing through youth to adult.
Gameplay I would definitely pick Milestone leveling instead of experience (besides for your own unique story I'm implementing this for my Yawning Portal campaign since the book suggests specific levels for each adventure to ensure that the players are where they need to be level-wise--- This has helped things IMMENSELY. The players don't mind missing out on a battle or 2 and exploring is more about exploring instead of racking up every experience point like the previous campaign we played together).
Have your story, whether it's a group or individual basis and have level up sections where they grow whether it's actually class levels or just player growth.
I've heard that some groups have a 'session 0' not only to help formulate the type of game the DM and players want to play but also make everyone a 'commoner' and see how they play which would help determine which class they lean towards.
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I am trying to find a system that That will speed up time so to speak). I hope to do a discovery phase (so to speak) im creating a Thieves Guild Campaign currently. Fonding information for Guild Structure, Missions, Operational ect..
I have forgone with my initial plan of setting up training sessions to build up certian ability skill. Instead im looking for some way of aging program or system.
For example the players will all be starting out their characters in the youth to young adolescent years or their characters age. Orphans collected up by the Guild's Theif Maker from a collection of Rural orphanages in the surrounding areas of the Guilds Influence.
They will not at this time discovered their abilities, skills or features weather racial, class, or otherwise my goal is to phase that in as they grow in age and experience during training ect..
So my question is how would you set up a passage of time phase highlighting events of each character both individually and as a group to allow the discovery of the parties identity as well as the individual discovery of identity both in who they were background wise and where they are going class wise.
Is there a series of charts that could provide random results for options of experiences?
Is there a Passage of time chart for such a thing?
What would you do in this instance?
or
Perhaps what have you done in the past and what was the pro/con's of it?
N4 Treasure Hunt is pretty much what you are looking for I believe. Check DM's Guild to see if there has been a conversion, but if not, should be easy enough for 5e. You'll just need to modify the basic premise: 0th level characters who get shipwrecked.
As they play through the adventure, their actions determine what class they become and what alignment they are. Also includes a “What if they don’t do this?” section.
great share, i was looking for something like this also. yes, there's a 5e conversion, <$2 .
Guide to the Five Factions (PWYW)
Deck of Decks
Have you ever played a Fable game? (video game on Xbox). Pretty much the entire story is the 'life of a hero' progressing through youth to adult.
Gameplay I would definitely pick Milestone leveling instead of experience (besides for your own unique story I'm implementing this for my Yawning Portal campaign since the book suggests specific levels for each adventure to ensure that the players are where they need to be level-wise--- This has helped things IMMENSELY. The players don't mind missing out on a battle or 2 and exploring is more about exploring instead of racking up every experience point like the previous campaign we played together).
Have your story, whether it's a group or individual basis and have level up sections where they grow whether it's actually class levels or just player growth.
I've heard that some groups have a 'session 0' not only to help formulate the type of game the DM and players want to play but also make everyone a 'commoner' and see how they play which would help determine which class they lean towards.