Editing User:Bill/Magocracy of Dholavira

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==Characters==
 
==Characters==
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The way I've written the background, anything would work. What sort of characters and group structure, if any, the players want will have to be discussed. My personal preference would be for the group to create low level (ECL1-4) characters and play this game as a sandbox. Each player would then be free to explore the portion of the setting that interests he or she most while his or her character develops. That would provide me with time to get to know the group as well. All characters will be generated using the elite array of ability scores regardless of what else the group agrees to. I do not care for random ability scores in general and won't use them under normal circumstances.  
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The way I've written the background, anything would work. What sort of characters and group structure, if any, the players want will have to be discussed. My personal preference would be for the group to create low level (ECL1-4) characters and play this game as a sandbox. Each player would then be free to explore the portion of the setting that interests he or she most while his or her character develops. That would provide me with time to get to know the group as well.
  
 
Sandbox style games can present problems in terms of group cohesion, but I have some experience overcoming these issues. The key, in my opinion, is almost always creating characters that have some form of common background tying them together. In D&D, the easiest way to do that is make all of the characters blood relatives. This immediately eliminates racial conflicts and dramatically reduces incidents of in-group betrayal. It's just out of character for most folks to murder their siblings, especially heroes. Other options that have worked for me to varying degrees in the past include creating a shared narrative, basically describing one or more adventures that the characters have previously accompanied each other on, and creating a shared antagonist, capitalizing on the enemy of my enemy effect. How ever the group wants to handle it is fine with me except of course, "we met in a tavern." That is completely unacceptable in my opinion.
 
Sandbox style games can present problems in terms of group cohesion, but I have some experience overcoming these issues. The key, in my opinion, is almost always creating characters that have some form of common background tying them together. In D&D, the easiest way to do that is make all of the characters blood relatives. This immediately eliminates racial conflicts and dramatically reduces incidents of in-group betrayal. It's just out of character for most folks to murder their siblings, especially heroes. Other options that have worked for me to varying degrees in the past include creating a shared narrative, basically describing one or more adventures that the characters have previously accompanied each other on, and creating a shared antagonist, capitalizing on the enemy of my enemy effect. How ever the group wants to handle it is fine with me except of course, "we met in a tavern." That is completely unacceptable in my opinion.

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