RangerWickett
Legend
My friend Stahnli presented me with an interesting idea for a campaign. Tell me what you think.
You have four players. Each player makes a 16th level character who wants to take over the world. These are the founding leaders of the Evil Organization.
The players also each make a 12th level lieutenant, an 8th level henchman, and a 3rd level mook. Therefore, each player has 4 characters, one at each level of the organization.
The GM presents the players with information about the world -- socio-political issues, geography, legends, etc. -- and the players come up with how they want to take over the world. Then, each week, the players tell the GM one thing they're going to send each of the four groups to do, and the GM makes an adventure around one of those things.
So, say you're starting off, and you want to do the following 4 things:
1. Recruit the help of a local tribe of werebeavers as your organization's faceless horde.
2. Attack a royal carriage that has money you need to fund your endeavors.
3. Plant a fake prophecy in the archives of three prominent churches, so that you can trick the churches into doing your bidding.
4. Cause a river to flow red with fruit juice, to clue the good guys into the prophecy you want them to be tricked by.
You send your lieutenants to do #1, your henchmen to do #2, and your mooks to do #4. Then you do #3 yourself. The GM decides which one would be most interesting to make an adventure around, and he runs the session based on that plot thread. He might occasionally toss in complications with others as well, but usually the session will only involve one group of PCs.
Of course the concept would evolve as it sees play, and there'd likely be a lot of problems we can't foresee now, but the fun of the idea is that you're not just evil people -- you're The Villains. You'll get to go up against good guys who think they're the focus of the story (which is normally the case in RPGs), but in this game you'll get to beat them down.
Sound fun?
You have four players. Each player makes a 16th level character who wants to take over the world. These are the founding leaders of the Evil Organization.
The players also each make a 12th level lieutenant, an 8th level henchman, and a 3rd level mook. Therefore, each player has 4 characters, one at each level of the organization.
The GM presents the players with information about the world -- socio-political issues, geography, legends, etc. -- and the players come up with how they want to take over the world. Then, each week, the players tell the GM one thing they're going to send each of the four groups to do, and the GM makes an adventure around one of those things.
So, say you're starting off, and you want to do the following 4 things:
1. Recruit the help of a local tribe of werebeavers as your organization's faceless horde.
2. Attack a royal carriage that has money you need to fund your endeavors.
3. Plant a fake prophecy in the archives of three prominent churches, so that you can trick the churches into doing your bidding.
4. Cause a river to flow red with fruit juice, to clue the good guys into the prophecy you want them to be tricked by.
You send your lieutenants to do #1, your henchmen to do #2, and your mooks to do #4. Then you do #3 yourself. The GM decides which one would be most interesting to make an adventure around, and he runs the session based on that plot thread. He might occasionally toss in complications with others as well, but usually the session will only involve one group of PCs.
Of course the concept would evolve as it sees play, and there'd likely be a lot of problems we can't foresee now, but the fun of the idea is that you're not just evil people -- you're The Villains. You'll get to go up against good guys who think they're the focus of the story (which is normally the case in RPGs), but in this game you'll get to beat them down.
Sound fun?