Last night I wrapped up my cyberpunk campaign using the Sprawl after six sessions. Because of scheduling those six sessions took place over the course of six months, and I had told the players at the start that it would be a mini-campaign. We had a session zero where the three players made up their characters and relationships as per the rulebook and then we got to it. Campaign Image by Midjourney We had a hunter, a tech and a driver. Since we live in London I suggested we use it as the setting, and I went on to suggest that in the future London has become a haven for those doing business off the financial grid. My vision of the city was that it is mostly empty, with little to no industry. There would be buildings that catered to visiting corps and crime syndicates who wished to meet and make deals, without the worry of surveilance and financial records. While I imagined the rest of the world's major cities would contain the more expected cyberpunk tropes like massive arcologies, ...
I was just thinking over the idea that my characters tend to be simple and cliche, when I read this post on Reddit . It seems to sum up what I was going to write so I'll keep it brief... Sometimes players have very subtle ideas about their characters, but that subtlety doesn't come across at the table, and the other players are unaware that the character has the characteristics that their player thinks they have. A good test would be to ask the other players, after a few sessions of playing together, "What is my character like?" The descriptions you get will be a good measure of how your character might be perceived in the world, rather than how you imagine them. It ties in with your ability to act; if you envision your character as a tough talking hard man, but the other players describe your character as friendly and courteous, maybe you need to simplify your characters until you can pull off the kind of acting you aspire to. Some games have mechanics for things l...
I'm looking for an old school feel, but with the new fifth edition rules for D&D. Here's what I've got so far. Character Creation Start with the basic rules (no feats, no multiclassing, only 4 races and 4 classes). First, choose your race Second, roll ability scores, in order (3d6) for strength, dex etc. You can remove 2 points from an ability to add 1 point to another, but this can’t bring a score below 10, or above 16. Humans can be any class (of the 4). Human fighters get no archetype ability, but need 20% less XP per level. Halflings are rogues (thief) Dwarves are fighters (champion) Elves get the special abilities of fighters and wizards (d8 HD), but no archetype abilities. They need 40% extra XP per level. Third, choose background etc (finish 5e character creation). If your character dies, you can make a new first level character. Adventuring No long rests in dungeons. Leveling up only happens back in town. Encumbrance: You can carry one item ...
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