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(anti) paladin in the bleak gate
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<blockquote data-quote="efreund" data-source="post: 8574214" data-attributes="member: 6799797"><p>Neat ideas going on on both sides of the GM screen there!</p><p></p><p>You want to make sure the surprise is something the player would consider to be "awesome" and not just a "rug pull" that means he feels like the GM took away his character concept. You can really ruin a character this way if you're not careful. Now, you know your player, so make the best judgement call. But think through from his perspective what character concept he'd enjoy playing after the big revelation (not just what would make for a neat story beat at the moment of revelation). Afterall: if he's character concept is "I'm searching for my god", then you take that away once he finds his deity. Think through the <em>player's </em>expectations here - he might not ever want his character to succeed, because then the seeking-and-doubting is over, and just replaced with "I'm a baddie now."</p><p></p><p>As far as existing setting-hooks to grab onto, there's two I would recommend:</p><p>1) in the Crypta Heretica, there are many long-lost secrets of the world, sealed away. Particularly ones of divine import. You could place Magran, or the source of his power in there. If you're not ready to resolve the mystery, right at that moment, Ashima Shimtu is in a perfect position to offer the right hints and foreshadowing as to where Magran is really sealed away.</p><p>2) the Voice of Rot used to be a deity up in Drakr and eventually found its way to Risur and was adopted as a fey titan. This comes up in adventure 5, with subtle hints that the terrorists worship Rot. There are more hints in adventure 7 with the white snake. And finally in adventure 11, it's made clear that terrorists are outright worshipping Rot as their god. Considering you have a chance to meet Rot in adventure 3, this would be a great time to start revealing that perhaps Magran is an agent of Rot.</p><p></p><p>You mention the Bleak Gate a few times. The Bleak Gate is hard to get into in Zeitgeist. It's important that prior to adventure 5, the PCs have no way of getting there on their own. During adventure 5, obviously, there's a large set piece there. After that, there isn't really any "adventuring" done in the Bleak Gate (it's mostly just used as a hidey hole for discreet social gatherings (see: the second half of adv7)). So the BG might not be the best way to 'cue' his powers. Again, I circle back to either things related to the Clergy, or to the Voice of Rot, which the PCs will have many more opportunities to cross paths with.</p><p></p><p>Best of luck!</p></blockquote><p></p>
[QUOTE="efreund, post: 8574214, member: 6799797"] Neat ideas going on on both sides of the GM screen there! You want to make sure the surprise is something the player would consider to be "awesome" and not just a "rug pull" that means he feels like the GM took away his character concept. You can really ruin a character this way if you're not careful. Now, you know your player, so make the best judgement call. But think through from his perspective what character concept he'd enjoy playing after the big revelation (not just what would make for a neat story beat at the moment of revelation). Afterall: if he's character concept is "I'm searching for my god", then you take that away once he finds his deity. Think through the [I]player's [/I]expectations here - he might not ever want his character to succeed, because then the seeking-and-doubting is over, and just replaced with "I'm a baddie now." As far as existing setting-hooks to grab onto, there's two I would recommend: 1) in the Crypta Heretica, there are many long-lost secrets of the world, sealed away. Particularly ones of divine import. You could place Magran, or the source of his power in there. If you're not ready to resolve the mystery, right at that moment, Ashima Shimtu is in a perfect position to offer the right hints and foreshadowing as to where Magran is really sealed away. 2) the Voice of Rot used to be a deity up in Drakr and eventually found its way to Risur and was adopted as a fey titan. This comes up in adventure 5, with subtle hints that the terrorists worship Rot. There are more hints in adventure 7 with the white snake. And finally in adventure 11, it's made clear that terrorists are outright worshipping Rot as their god. Considering you have a chance to meet Rot in adventure 3, this would be a great time to start revealing that perhaps Magran is an agent of Rot. You mention the Bleak Gate a few times. The Bleak Gate is hard to get into in Zeitgeist. It's important that prior to adventure 5, the PCs have no way of getting there on their own. During adventure 5, obviously, there's a large set piece there. After that, there isn't really any "adventuring" done in the Bleak Gate (it's mostly just used as a hidey hole for discreet social gatherings (see: the second half of adv7)). So the BG might not be the best way to 'cue' his powers. Again, I circle back to either things related to the Clergy, or to the Voice of Rot, which the PCs will have many more opportunities to cross paths with. Best of luck! [/QUOTE]
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