A nice concept you might want to try…
With Roman and Thomas we got two dungeon masters that started working on a greater plan, the three of us decided to start a few simultaneous story-lines interwoven with each other, some characters knowing a few from the other group, maybe interchanging them from time to time. (Though they are all played by very much the same players) We’re trying to create a dense setting and put as much information of the world over to all players involved. (Meanwhile I’veÂ Â the honor to dungeon-master another part of the whole and I guess at least Andrea will try her best, as well, so we got everyone involved to get the maximum out of our setting). But let me tell you a little of our experience so far, what pros and cons I did experience with my two characters in this, I could learn quite a bit in a few sessions to improve as player and dm alike. Let’s hope you like the idea since I really enjoyed it that far.
When it comes to character creation I’m always facing severe problems to make decisions in this regard, you might know that yourself, first I favor wizards over everything else, secondly I have a very strong affection to complex concepts that are either capable of leadership or influence the course of an adventure. For me it is important to have a strong background on characters and I really love to interweave my story with those of other players. (I tend not to keep any information from fellow players doing so).
With our new concept of multiple-concepts we experience a few upsides and downsides. The main advantage is you can contribute a lot to the storyline with your characters and don’t have to focus on one plotline. While this is very positive – I would say the strongest and best factor is the players get to play different roles. Something usually only dungeon masters do for a longer time period. They get to get different perspectives onto the same plotline and see that actions may influence the world they are in.
The main downside of this project so far is the fluctuation is also causing troubles with the main-storylines since motivated characters for one plotline are substituted during the game and together with (our) basic player fluctuation this has caused some concern and problems of late.Â Secondly it is more of a challenge to seperate in-game knowledge and out-game knowledge from player to their characters.
Quick-Fazit: We’ve enjoyed this game so far, while we’re rather new at this approach, it is some fresh wind and obviously gets some players closer to playing Dungeon Master (hey, we’ve a few “applications in line” for DM’ing a few sessions). Together with the hot-seat DM this is a constant fun-providing factor for the gaming group at the moment, and I’ really happy the way it works out.
Opposing the forces of fiery demons isn’t always a task for heroes or to put it right: villains and heroes depend just on the right perspective. Raised in the harsh lands of the northern icelands in a small, mostly human settlement, Izegel Warspurth was close to end as sacrifice to the frostmaiden, but he did not. As a half-orc he experienced some of the harshest treatments imaginable. With his human mother as close to an outcast as can be it was the years after the orc raid that made the little hamlet of Miaylma prosper. Living on a small farm it was even possible to teach her son a few words to read and how to write and a bit of the history of the lands.
Izegel’s youth years were something he every since tried to leave behind him, the memories of being beaten really hard more than once by his brothers filled him with a cold bitterness that left part of him hollow – to be filled with divine inspiration when he finally found his way out into the cold. Would anyone know he left the hamlet only to walk towards the endless ice – to die a lonely dead only to be – left alone and ask him about it, he would probably not remember it that way nowadays. It was the silent, bitter calling of the icequeen herself. It was Auril’s call and when Izegel proved himself worthy by almost dying in the ice to accept his surroundings into him – it was when the queen herself had replied, numbed his pain and made him accept his fate.
The half-orc blames no one for leaving everything he ever knew behind, he did not feel genuine love for his mother, though she had been the closest to a friend he ever knew until then – but it was the acceptance of his faith that filled him with purpose, and it was his goddess who led him into the endless ice to give him a chance to show his worth for her purposes. It was a test of skills, a test of faith and of his until then poor warrior skills, climbing over icy depths, travelling without food or drink and standing against the unforgiving creatures of the endless ice-wastes in the region some only know as “Unforgiving Icewastes”. It was after almost a week of travelling that the exhausted Izegel found his way into one of the beautiful ice-temples of the frostmaiden… A place the half-orc was not to leave for the next years.
Few before him have had the experience to learn the pure hatred of Auril’s clergy against several other faiths, it wasn’t only training of arms, skills and will that he experienced up there but more a assimilation of the half-orc into the priesthood and their beliefes. When five long years had passed, countless pains had been withstood and the more or less empty and exhausted hull that arrived was filled with a purpose and Auril had always made sure to give her clerics a purpose before. Opposing directly gods as the morninglord and the elemental lords of fire was not an easy path. Therefore the half-orc has mastered only a limited amount of skills in warfare and more in the subtile ways of trickery and disguise. Few of common folk would withstand his gaze anyway. Izegel’s destiny would be his first and foremost goal – strengthen the frost-maiden whenever possible – withstand against fire and hells and bring darkness where light rules. More than a single man is meant to do – but there had to be some start.