game advice for strange group
Finarvyn:
You might take a look at Amber Diceless. As a dice-free system, it's about as far from 4E D&D as I can imagine.
Character generation can be very fast, partilcularly if you decide not to specifically use Zelazny's Amber setting. (Using Zelazny's Amber setting typically requires that you take some time to expain how things work, but if you create your own setting you can tie it to more familiar things instead. On the other hand, if you understand Amber already some prefer to become introduced to the setting by experineing it rather than being told about it.)
Also, one can run short or long sessions.
The way I introduced my group to ADRP was by giving them a modern/scifi scenario where they were space explorers trying to figure out what happened to an abandoned space station. I could ignore all of the tricky powers and let the players focus on the "what do you do" aspect of the game. Then I slowly brought in elements of psychic involvement as the storyline took off.
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