- Location
- The Maple Syrup Mountains
Fair enough, but I think my point still stands. Lay out the vibe you want the party to have and explicitly encourage players to build characters suited to it. Most players, I feel, can also be trusted to take a one-note concept and shape it into something more multifaceted that appeals to them, so as long as they know what they're aiming for and are working in good faith it should work out well enough.Eh...not exactly what I was looking for. That kind of thing gets old, and I much prefer characters that aren't so one-note.
This sounds promising but tricky: what if they get a good non-soulbound item, and don't want to lose it, but there's a big fight up ahead?I think you could do some interesting stuff with gear that travels with the user when they die. Let's call it "soulbound". Soulbound stuff would be highly desired by the players, and you could incentivize conflict with real stakes that way.
It's also a way to get them adventuring, if they have a really cool item, but it's not soulbound, they could hear a rumor of a wizard who can do it for them, but there's a dragon in the way etc. that's a conflict with real stakes, without putting the end of the quest at risk.
Another cooperating angle could be impermanence, like in Breath of the Wild. Weapons and armor that break, enchantments that run out of magic... and the circumvention of such limitations with the soulbound mechanic. So now you have your permanent toolkit and a handful of purely temporary items that may be situationally more useful than your permanent set.