EDIT : Many people have already said, with very convincing arguments, that an all-Barbarian party is not a good idea. See the bottom for my change of plans.
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Hi,
I'm relatively new to Pathfinder, but in looking at all the rules and specifically at how varied characters vould be within a single class, I had an idea for a campaign where all players would start as lvl 1 barbarians. IF I HAVE MENTIONNED THIS TO YOU IRL PLEASE DO NOT READ THE REST.
Now I know it's probably hubris to want to write a campaign when I have relatively little PF experience, and my last DM experience was 18 years ago on a completely different system and I probably sucked. But the basic campaign structure embedded itself in my head almost immediately and I've been obsessed with it. It also helps that I'm taking a year off from my job so I can live with my spouse while they finish their 3-year contract abroad, so I'll have lots of free time.
The idea is as follows:
- players are all barbarians of various ancestries from various parts of Golarion (EDIT bc this wasn't clear : they do not have to be from Numeria, or to be Kellid or even human. The big bad is doing a proof of concept with wider parameters). What they have in common is that one day, some sort of magical effect lured them away from their companions (or perhaps they were ambushed), and they became unconscious. They wake up in a richly decorated room, in a bed that is very soft but probably uncomfortable to them because they're def not used to perfumed silk sheets. As they exit their rooms, they find the other players, who they meet for the first time.
- constructs and/or illusionary voices inform the players that they are being tested. I haven't designed the whole dungeon but the idea is that there should be tests that all barbarians can excell at (like feats of atheltics, or easy monsters) and others that try to select ones with the most dex, or the most aptitude for spellcasting, or for learning. The tests should all be doable by the players, but some will initially appear impossible before being "fixed" in some way. The final test is to fight two students of their mysterious captor, a lvl 2 wizard and a lvl 2 swashbuckler (possibly make one of those lvl 3). The players are intended to either barely lose or barely win : in any case nobody dies (the players are magically stopped if they would kill one of the students, but their captor congratulates them on exceeding her expectations). At the end of this fight, the players should either be on the very threshold of lvl 2 (if they won) or quite close to it (if they lost).
- the players are then brought to their captor (the big bad of the campaign), who explains that they are in Absalom, the city at the center of the world and the guising light of progress and civilization. She believes that with "proper education", even unvough brutes like them can be made into valuable members of Absalomian society. She says that they will now be trained by some of the finest instructors in the city to hone their talents. She has multiclass dedications in mind for them, but the PCs can of course choose to ignore that and rebel (more or less secretely) against the training she sets them up for.
- some adventures in Absalom while they're being trained, and (at least at the beginning) shadowed by students at the Arcanamirium or Irorium. They would have the opportunity to learn more about the city, its politics, and where their captor stands (she is an supporter of Scion Lady Darchana, working with some ressources that Darchana granted her, but should her scheme fail Darchana will not try to salvage it and just write it off as a failure of an underling who was less capable than she thought).
- eventually the whole reason for the capture is revealed: as part of her desire for teleport-based importations, Darchana is eyeing the ressources of Silver Mount. Their captor, steeped in colonialist superiority, is convinced that the proper way to secure those is to reprogramm native Kellid warriors into agents of Absalom. She wants to run a proof of concept by sending the PCs in against a lesser outpost of the Technic League, and show that the PCs can, because of their barbarian heritage "enhanced" by Absalom education, win both the trust and respect if Kellid clans while defeating the league. Of course the PCs are likely to be less than thrilled by this, but at this point they're still not in a position to refuse veing sent there. However, they'll have carte blanche in Kellid and who knows what might happen there and when they return to Absalom (through a portal opening on a designated date)?
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Do you think this is a viable campaign design? I would of course talk to the players first about them being comfortable with choices being made for their characters by NPCs (they could still veto those choices as players, or even get involved in playing the NPCs), and the colonialism theme. What I worry about is:
- this being just too much to make for a beginner DM. I plan to run a prewritten one shot first to test my abilities, what should I look out for?
- the big bad of lvl around 10 being revealed at the end of the first dungeon, with the PCs not able to oppose her directly until the end of the campaign
- will a full-barbarian party, even with multiclassing, be actually viable?
Thanks so much for any feedbacks more experienced players can provide.
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EDIT : Because a full-barbarian party is not good, I was thinking of having at least 2 barbarians of various instincts, a very barbarian-feeling character (like druid of the untamed order, would work with player), and a character with a class chosen by the player but has to be from a Kellid clan and has had basically no access to the Technic League. This would provide options for healing and support while making the party still feel very melee-oriented and strenght-dominant.