Use the Minions idea from 4th edition. That way they can slaughter numbers of opponents with reduced risk but still be cinematic. Max HP as well, at least for awhile.
Start them at 3rd level or more if you are focusing on combat. Keep the enemies weak and easily slaughtered, except for the handful of memorable opponents. Don't let the rules get in the way of fun.
Outside of that, have strong stories for the players to sink their teeth into. Small enough stories so they can do something important, but big enough to keep their interest. No story, boring game - there's no point to any of it without a story and thus it will lose its lustre after a few sessions.
Probably something revolving around one or both PC interests and motivations for adventuring.
Good examples include the Wheel of Time and Dragonlance: the heroes were essentially dragged into the story whether they want to be or not. I don't like those stories, because I prefer choice, but some people like the epic nature of them.
Personally, I like Sword & Sorcery level stories that may be regionally significant, but matter little on the world stage. I think it's sufficient for what you do to be important to your family, clan, and neighbors. I am bored by stories dragging the characters to far-off lands to do crazy things for the sake of the Universe! Those are big concepts that matter little to most people. Stories about their personal issues and personal troubles will resonate better.
Example: The Princess Bride - the princess is rescued by the hero. Romance, action, friendship, family, etc. It has the things that are important to real people. Those are timeless 'classic' stories. If you have no idea where to start, start with classics and so-called cliche. It's only cliche if you are repeating yourself. Otherwise it's call theft, and stealing from the best has a long and good tradition.
Last edited by Shale; Tuesday 02-24-2009 at 12:05 AM.
Certainty Murders Possibility
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