Lowlander wrote...
For a new series I would always want to start fresh from both the player and the Module creator Perspective.
It gives the designer more intricate control over encounters, and the player the chance to experience what that can bring to the table.
Case in point encounter.
I was playing Lords of Darkness. It seems to have extremely well balanced encounters that match available gear precisely, the gear drops all seem planned, not random. The encounter that comes to mind was in a swamp an there were some spiders, not just any spiders, but terrifying, run for the hills spiders that scared the crap out of me. What made them so scary? They had very high DC poison, every time they hit me I was poisoned. But until this point there was no poison immune gear. After running away a lot I later found some poison immune gear much to my relief, I was then able to take my revenge on my former terrorizers.
So Terror, relief, revenge, based on not having gear, finding gear, then using it.
If I had imported a character with this gear already, there would be no terror, no relief, no revenge, it would have been a fairly meaningless encounter.
Not matter what you do in attempting to start fresh some will subvert it, but if you want to design with fine control, have players start fresh, so they can experience all the terrors/frustrations/challenges you intend to send their way.
If you have no idea what characters are bringing in, you have no idea how the gear they already posses may turn meaningful encounters, into meaningless ones.
Thanks for the heads up, and ive learned that from the few who have been there to test out the demos i have set out for play. So far its proven too much of a chanllege, so ive nurf a few things and created a custom selection of armor for the players and the "Henchmen" that are partied with them.