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Birthright game : how to handle a cultist outbreak ?
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<blockquote data-quote="Cruentus" data-source="post: 9166109" data-attributes="member: 7034645"><p>Hmm. I'm not a Birthright player, having only read the materials a couple of times, but as far as cultists go, there are a couple of ways I can think of to make them interesting. </p><p></p><p>1) Have the "cultists" be an offshoot of his own theocratic system. A wandering preacher who has been preaching a similar but different angle to the same religion that has gathered a following (which could be large - towns, villages, who knows). This makes the uprising be in his own domain, and requires a little more finesse than just attacking and wiping them out - or he could do that, but what is the repercussion? Nothing? A breakaway segment of the population? Military or clerical support from another country?</p><p></p><p>2) Have the cults infiltrate and take over some of his theocratic (or bureaucratic) positions, slowly siphoning off money, which they're putting toward a ritual to summon some other creature or monster to further their aims. This could get into more of an adventure type thing, but it could also impact his income and require some investigation to figure out what is happening, who is doing it. Meanwhile, other countries can be using it as an opportunity to attack, raid, etc. </p><p></p><p>With regard to the neutral country, what is the downside for him of taking it over? Could they be resistant to his rule? To his theocracy? A different neighboring country could rush in and take the other half, automatically setting up a constant front to have to address, which could cause other fronts to open. And why not pirates as well? This country is being militant and its attention is everywhere, let's take advantage! </p><p></p><p>I don't know how these might work mechanically in the game. I'd be interested in hearing a bit more about how you run the domain turns and what they mean for the players, etc.</p></blockquote><p></p>
[QUOTE="Cruentus, post: 9166109, member: 7034645"] Hmm. I'm not a Birthright player, having only read the materials a couple of times, but as far as cultists go, there are a couple of ways I can think of to make them interesting. 1) Have the "cultists" be an offshoot of his own theocratic system. A wandering preacher who has been preaching a similar but different angle to the same religion that has gathered a following (which could be large - towns, villages, who knows). This makes the uprising be in his own domain, and requires a little more finesse than just attacking and wiping them out - or he could do that, but what is the repercussion? Nothing? A breakaway segment of the population? Military or clerical support from another country? 2) Have the cults infiltrate and take over some of his theocratic (or bureaucratic) positions, slowly siphoning off money, which they're putting toward a ritual to summon some other creature or monster to further their aims. This could get into more of an adventure type thing, but it could also impact his income and require some investigation to figure out what is happening, who is doing it. Meanwhile, other countries can be using it as an opportunity to attack, raid, etc. With regard to the neutral country, what is the downside for him of taking it over? Could they be resistant to his rule? To his theocracy? A different neighboring country could rush in and take the other half, automatically setting up a constant front to have to address, which could cause other fronts to open. And why not pirates as well? This country is being militant and its attention is everywhere, let's take advantage! I don't know how these might work mechanically in the game. I'd be interested in hearing a bit more about how you run the domain turns and what they mean for the players, etc. [/QUOTE]
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