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I wanna hear about your experience with the Warrior Maidens from B4: The Lost City!
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<blockquote data-quote="magnusmalkus" data-source="post: 6654094" data-attributes="member: 34915"><p>Yes, players have occasionally gravitated to one faction or another (for survival, if nothing else). I don't play them up to be unlikeable; the factions mostly come off as xenophobic labeling all non-cyndiceans as "Xenics" and treating the the PC's with caution and skepticism at first. Once introductions have been established, basic preferences and dislikes become apparent. Mostly, players find the Madaruans and the Usamigarans easiest to relate to. The factions 'political agendas' are not something most PC's are aware of (or, in my experience, interested in). I just use these defining characteristics of the factions as a kind-of filter thru which I can think and strain out the appropriate response to a situation or thing.</p><p></p><p>The Gormites are benevolent but too cautious, overbearing and chauvinistic. Paladins, clerics of lawful male deities and 'defensive' types (lots of armor and defensive tactics) find them accomodating. Female PC's and arcane magic-using males get the cold shoulder. Players rarely 'get anywhere' with the Gormites. They are rarely on the offense, and take a conservative approach to everything. This is how they've managed to remain the largest of the three factions.</p><p></p><p>The Madaruans are nearly as sexists as the Gormites (against males) but are more willing to be flexible, seeing as how they are the smallest of the three good factions and can't afford to turn away help. Members of the Sisterhood come off grounded, intelligent and practical. They appreciate self-sufficiency, do not suffer fools or people who refuse to be accountable for their actions (people who play the 'victim'). Their only sticking point is that they are intolerant of arcane spellcasting males (arcane spellcasting females are marginally tolerated but divine spellcasting females, especially rangers and druids, are extremely favored).</p><p></p><p>Spell Casting PC's usually always gravitate to the Magi of Usamigaras but remain wary due to the Magi's obviously oily and manipulative ways. They Usamigarans have a lot to offer by way of merchandise and information to barter with the PC's. The Magi are accepting of nearly all walks of life and gender, especially catering to anyone who uses arcane magic or is particularly 'crafty', but will bully and belittle 'meat-head' types.</p><p></p><p>Last time I ran this adventure, it was for D&D 3.5 rules and I fleshed out the factions with the rules for PC Organizations form the DMG II (pg 210.). This made joining a faction much more rewarding for PC's and enabled me to give characters 'missions' which resulted in PC's gaining sway and influence as well as tangible rewards.</p><p></p><p>To my mind, of the three, I always felt my Madaruans were the weakest defined group. They always seemed mild... bland. Which, is why I started this thread. But in retrospect, I suppose they are already full of character and expanded sufficiently from their roots in the module. Plus, there has to be an 'easy' group to get along with, I suppose.</p></blockquote><p></p>
[QUOTE="magnusmalkus, post: 6654094, member: 34915"] Yes, players have occasionally gravitated to one faction or another (for survival, if nothing else). I don't play them up to be unlikeable; the factions mostly come off as xenophobic labeling all non-cyndiceans as "Xenics" and treating the the PC's with caution and skepticism at first. Once introductions have been established, basic preferences and dislikes become apparent. Mostly, players find the Madaruans and the Usamigarans easiest to relate to. The factions 'political agendas' are not something most PC's are aware of (or, in my experience, interested in). I just use these defining characteristics of the factions as a kind-of filter thru which I can think and strain out the appropriate response to a situation or thing. The Gormites are benevolent but too cautious, overbearing and chauvinistic. Paladins, clerics of lawful male deities and 'defensive' types (lots of armor and defensive tactics) find them accomodating. Female PC's and arcane magic-using males get the cold shoulder. Players rarely 'get anywhere' with the Gormites. They are rarely on the offense, and take a conservative approach to everything. This is how they've managed to remain the largest of the three factions. The Madaruans are nearly as sexists as the Gormites (against males) but are more willing to be flexible, seeing as how they are the smallest of the three good factions and can't afford to turn away help. Members of the Sisterhood come off grounded, intelligent and practical. They appreciate self-sufficiency, do not suffer fools or people who refuse to be accountable for their actions (people who play the 'victim'). Their only sticking point is that they are intolerant of arcane spellcasting males (arcane spellcasting females are marginally tolerated but divine spellcasting females, especially rangers and druids, are extremely favored). Spell Casting PC's usually always gravitate to the Magi of Usamigaras but remain wary due to the Magi's obviously oily and manipulative ways. They Usamigarans have a lot to offer by way of merchandise and information to barter with the PC's. The Magi are accepting of nearly all walks of life and gender, especially catering to anyone who uses arcane magic or is particularly 'crafty', but will bully and belittle 'meat-head' types. Last time I ran this adventure, it was for D&D 3.5 rules and I fleshed out the factions with the rules for PC Organizations form the DMG II (pg 210.). This made joining a faction much more rewarding for PC's and enabled me to give characters 'missions' which resulted in PC's gaining sway and influence as well as tangible rewards. To my mind, of the three, I always felt my Madaruans were the weakest defined group. They always seemed mild... bland. Which, is why I started this thread. But in retrospect, I suppose they are already full of character and expanded sufficiently from their roots in the module. Plus, there has to be an 'easy' group to get along with, I suppose. [/QUOTE]
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