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<blockquote data-quote="doghead" data-source="post: 7652844" data-attributes="member: 8243"><p>I often build my games around the kingdom at war scenario. However, the war is often not yet declared, and the characters are rarely at a castle. They are not at the centre of events in the sense of close to those in power making the decisions. Rather, they are, initially, at the fringe, drawn in by unfolding events. That been said, they are in at a time and place of great potential leverage over the what happens, and as such, can be considered at the centre of events in a way.</p><p></p><p>The village and dungeon is often a starting point, although I tend to use a 'problem' rather than actual dungeons. The village is often in the hills, and surrounded by forest, with all the 'blooding' opportunities this offers for new characters. Healing temples are rare though.</p><p></p><p>thotd</p></blockquote><p></p>
[QUOTE="doghead, post: 7652844, member: 8243"] I often build my games around the kingdom at war scenario. However, the war is often not yet declared, and the characters are rarely at a castle. They are not at the centre of events in the sense of close to those in power making the decisions. Rather, they are, initially, at the fringe, drawn in by unfolding events. That been said, they are in at a time and place of great potential leverage over the what happens, and as such, can be considered at the centre of events in a way. The village and dungeon is often a starting point, although I tend to use a 'problem' rather than actual dungeons. The village is often in the hills, and surrounded by forest, with all the 'blooding' opportunities this offers for new characters. Healing temples are rare though. thotd [/QUOTE]
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