I've recently begun to think that a good start for any campaign is for character creation rules to be thrown in the trash bin and instead everyone sits around together and hammers out what they all think would be a very good lead cast for the story. For one thing, this allows for wildly differentiated characters with qualities that aren't part of gamist optimization, and it'll makes the GM's job of tailoring the story around the PCs a whole lot easier. Even if made with char creation rules the roundtable should be done so a good party dynamic can be made to provide solid ground for roleplaying and storytelling.
I also don't particularly like XP anymore either, it's far too much of a gamist element which doesn't even abstract anything.
Cautiously agree, with the proviso that we're talking about a plot-based game, not a dungeon crawl or DnD style tactical PnP wargame. I've done this before with my group, both as a player and a DM, and found that it works best where you take steps to make sure that it is still a
game, with strategy that arises from rules/mechanics, and not just a larping session. One Planescape one that we did had a series of high level characters, of which only 1 was human, where each had a hidden aim that required a degree of 'poker play', trying to achieve your goal without giving yourself away, while working with the group enough that you don't all die.
E.g. one character seems like a high-level vampire-thief, but with a backstory of being a witch who for centuries sacrificed her children to absorb their youth, got discovered, hunted and gave herself vampirism and switched genders to throw off the scent before jumping through the planar portal to Sigil. One of the other characters is hunting her. Fortunately, he's also gone to Sigil with the intention of making up for his past by doing good deeds, so he doesn't show up as evil in detect alignment abilities, whereas the hunter is a fallen angel who shows up as evil if he doesn't take steps to mask it.Neither start off knowing that it's a player character who they're after, though another member of the group does (without knowing
who they are), and has a goal that motivates him to drop half-truths to play the rest of the party off against each other. Another player plays the combined vengeful souls of all her infants that she's sacrificed, taken shape in an iron golem, but it's presented to the player as purely backstory (he's on the run from another PC, and has objectives diametically opposed to the shit-stirrer wizard.
But it only works if you take cues from board games with similar deception-based rule mechanics and think about how it can work as a strategy game, instead of just having the DM lead them by the nose in a choose-your-own adventure. Devise scenarios where players have to declare allegiances, throw a single member of the group under the bus, use their class abilities to draw each other out, etc. At a character ruleset level, the witch-vampire has to think of creative ways to get around the fact that everyone expect s him to be the party's designated thief, despite having only ONE LEVEL in thievery. His innate vampire skills can help with the stealth stuff, climbing walls is no problem, not too hard to use a touch of illusion to can sell mistform as just l33t stealth skills, but every now and then he's going to have to sell a 'hey look OVER THERE - A CAT WITH A FLUFFY TAIL' and hope that none of these high-level, many of them magic-sensitive, group-members don't notice that he's casting spells to disarm a trap that he should be able to manage by hand.
Of course, they don't all have the means of knowing what a hard trap v an easy trap is from looking at it, and the fact that the DM specifically states that he's deviating from the rules to alter some racial abilities for 'balance' (he wasn't, but it was so that players could be immediately certain that a player of that race
didn't have that particular spell-like ability). And then you occasionally get a combat, maybe one engineered by another player who suspects things, where you could very easily survive
if you just fucking use your higth-level mage spells from being a centuries old witch, but which would make it very fucking obvious that you aren't who you say you are, unless you've got leverage or a backup plan for keeping your opponent guessing.
I didn't win, but I did get a couple of very satisfying tactical victories - one being the use of vamp-hypnotism, illusion, deal with the mage to mess up other player's magic detection in return for promising to throw down with him against the golem if it came to it (didn't discover my character's own connection to the golem until I was out though) to impersonate the hunter, cast a bunch of high-level mage spells, and have the group conclude that
he was the one hiding his true class for nefarious purposes, and leave him stranded on another plane.
Not saying it's a perfect implementation of the idea, and was in Planescape DnD instead of WoD. But WoD has a ton of abilities and class powers that make it easy to run that kind of campaign in the framework of rule based strategy, and the metalore gives a handy crutch for groups who haven't been playing so long that they're willing to give a DM 3 months of planning and lore creation to support that playstyle.
We're taking a break atm., and next campaign has already been pencilled in as traditional low-RP tactical combat dungeon crawl. But I'm hoping after that to use either WoD, or custom D&D setting to create a short campaign based on John Carpenter's 'The Thing', playing up the 'whodunnit' aspect that marked Carpenter's own approach (DVoD commentary has him stating that he explicitly approached it as a whodunit, with the climax being the 'reveal' when Macready applies his makeshift diagnostic test, and the remaining half hour being just the big action conclusion.