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T O P I C    R E V I E W
martynq Posted - 22 Mar 2004 : 12:23:49
Does anybody have some good examples of the sort of information they supply players with at the start of campaigns? I was thinking about two sorts of handouts:

(i) Rule-related (e.g., permitted spells, feats, PrCs, etc.)

(ii) Common Realmslore that would be known by PCs.

Some of this is obviously covered by the new Player's Guide (which has yet to appear in my locale, I think, but hopefully will appear by the time I can afford to buy it!).

Cheers,
Martyn
8   L A T E S T    R E P L I E S    (Newest First)
Alexander Heppe Posted - 23 Mar 2004 : 16:38:27
I´ll have to second martyng and rad here. I would really appreciate it, if you made your "FR-Starter Kits" available for all of us.

Wouldn´t expanding and formatting that info make a nice project for these halls of learning. Something to download and lure new players into the wonderful world that are the realms? I´d surely volunteer to participate...
Lord Rad Posted - 23 Mar 2004 : 16:24:59
quote:
Originally posted by Brother Ezra

I may go a bit overboard, but I gave each of my players a 24-page "Players guide" which gives them all the information they would need to know regarding the setting, background, history, recent events, as well as allowable races, classes, prestige classes, variants and house rules. It was a bit overwhelming at first, but really helps the players (if they take the time to read it).



Yup, this sounds great Is it in electronic format?
martynq Posted - 23 Mar 2004 : 15:49:04
I'd love to see a copy of your "Players Guide", Brother Ezra - it sounds exactly the sort of thing I was thinking about. Would you be willing to send me a copy?

Martyn
Faraer Posted - 22 Mar 2004 : 17:13:14
Start with this: http://www.geocities.com/TimesSquare/Castle/2566/wellmet.htm

Easiest way to prepare handouts is to paste from PDFs, which doesn't work too well with the "Life in Faerûn" chapter of the FRCS, most of which is good basic player information.
Brother Ezra Posted - 22 Mar 2004 : 17:10:07
I may go a bit overboard, but I gave each of my players a 24-page "Players guide" which gives them all the information they would need to know regarding the setting, background, history, recent events, as well as allowable races, classes, prestige classes, variants and house rules. It was a bit overwhelming at first, but really helps the players (if they take the time to read it).
Bookwyrm Posted - 22 Mar 2004 : 16:41:35
All these rules, both for gameplay and roleplay, vary a lot between DMs. For the first, decide what you think is the type of game you want. The best thing to fall back on, of course, is that the player has to justify each feat. The best thing to do is encourage customization, making the player feel like his/her character is completely unique. If you have to change a few things to the basic class, then that's also allowed.

For roleplaying knowledge, it depends on, first, where the players are (if they've never left Silverymoon, they're not likely to know much about Shadowdale), and also what level they're at (more experience means more chance to learn things).

You really can't base this sort of stuff off another person's game, unless you're actually copying that person. I'm afraid it's something you're going to have to learn for yourself.
martynq Posted - 22 Mar 2004 : 13:52:00
Sorry, I didn't make myself clear. Do you have examples that I could look at (perhaps download from a webpage) to base mine on?
Lord Rad Posted - 22 Mar 2004 : 13:14:14
Exactly the sort of handouts I give out

I also give the players a map of the town or locale in which the campaign begins as well as information on stores and locale personalities within the settlement which they are likely to recognise. This is all assuming that at least one of the characters hails from the town.

..oh, and i also hand out the take-away menu for the locale chinese\indian\pizza house

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