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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
(3.5) Problem player and campaign issues
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<blockquote data-quote="Sorry_Charry" data-source="post: 5328093" data-attributes="member: 49866"><p>Yes and yes.</p><p> </p><p>Normally I'd say to imperil something/someone that they care about. Something that is not as 'combat optimized' as they are. Classic comic book scenario... (can't get the villain <em>and</em> save the girl, that kind of thing). But you've already mentioned that they are an evil group. Damsels in distress might not be their thing. Still though, there must be <u>something</u> that they care about. Attack them there. Their own wealth and status, maybe?</p><p> </p><p>To that I would add; Challenge them elsewhere. It sounds as if they have mastered the battlefield, and can easily walk over any tactical encounter. So give them a problem that's not tactical. Something that they cannot solve with brute force.</p><p> </p><p>They are just a small group, after all. Do they have a tower/lair/castle of some sort yet? Minions/henchmen to look after their interests while they are out slaying dragons?</p><p> </p><p>Depending on how you've set the campaign politics up... hit them in the purse strings. Have a local lord start annexing land/property in the name of 'back taxes' or some other equally bureaucratic explanation.</p><p> </p><p>They'll get pissed and investigate (probably instigate a ruckus as well), this will cause things to spiral out of control. And as it turns out, the lord doing all the aggravating is simply the puppet of the next 'fill in the blank' appropriate uber-villain.</p><p> </p><p>At this level, they've probably caught the attention of even Powers they ought not mess with (I'm talking extraplanar/demons/devils, heck... minor gods, whatever). And now the Powers are sending a message: Toe the line, or have your world turned upside down.</p><p> </p><p>Not ones to be browbeaten, they'll answer the call. over the course of the next few sessions, they'll get to travel to the Nine Hells (or wherever the next baddie calls home), they'll bring the pain in stunning fashion, maybe even take down a duke of hell/demon lord/demigod... you get the picture. </p><p> </p><p>That ought to be a stellar finale to the campaign, tell the players that the characters will be retired after that arc, and can begin another campaign just as soon as you throw one together.</p><p> </p><p>Something like that.</p></blockquote><p></p>
[QUOTE="Sorry_Charry, post: 5328093, member: 49866"] Yes and yes. Normally I'd say to imperil something/someone that they care about. Something that is not as 'combat optimized' as they are. Classic comic book scenario... (can't get the villain [I]and[/I] save the girl, that kind of thing). But you've already mentioned that they are an evil group. Damsels in distress might not be their thing. Still though, there must be [U]something[/U] that they care about. Attack them there. Their own wealth and status, maybe? To that I would add; Challenge them elsewhere. It sounds as if they have mastered the battlefield, and can easily walk over any tactical encounter. So give them a problem that's not tactical. Something that they cannot solve with brute force. They are just a small group, after all. Do they have a tower/lair/castle of some sort yet? Minions/henchmen to look after their interests while they are out slaying dragons? Depending on how you've set the campaign politics up... hit them in the purse strings. Have a local lord start annexing land/property in the name of 'back taxes' or some other equally bureaucratic explanation. They'll get pissed and investigate (probably instigate a ruckus as well), this will cause things to spiral out of control. And as it turns out, the lord doing all the aggravating is simply the puppet of the next 'fill in the blank' appropriate uber-villain. At this level, they've probably caught the attention of even Powers they ought not mess with (I'm talking extraplanar/demons/devils, heck... minor gods, whatever). And now the Powers are sending a message: Toe the line, or have your world turned upside down. Not ones to be browbeaten, they'll answer the call. over the course of the next few sessions, they'll get to travel to the Nine Hells (or wherever the next baddie calls home), they'll bring the pain in stunning fashion, maybe even take down a duke of hell/demon lord/demigod... you get the picture. That ought to be a stellar finale to the campaign, tell the players that the characters will be retired after that arc, and can begin another campaign just as soon as you throw one together. Something like that. [/QUOTE]
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General Tabletop Discussion
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(3.5) Problem player and campaign issues
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