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Accomodatin players who are motivated by power fantasies in a heroic fantasy campaign
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<blockquote data-quote="On Puget Sound" data-source="post: 5183935" data-attributes="member: 68988"><p>Rob takes over the kingdom, with Jim and Dave as trusted advisors. Rob begins making the "reforms" he's been dreaming of, turning Moldania into a conquering power that threatens to engulf its neighbors. At this point there are several ways the campaign can go:</p><p></p><p>1. Rob becomes a co-driver of the storyline. He sends Jim and Dave (and maybe another adventuring character of his own, since his wizard is busy ruling now) on diplomatic, spying, military and relic-acquisition missions, chosen from a menu of opportunities and threats provided by you, the GM. Most of the wizard's playing is now done between tabletop sessions, by email. He casts rituals to teleport the party and divines for information, but never gets out and casts fireballs at monsters any more.</p><p></p><p>2. Rob's rule becomes increasingly oppressive, and Jim and Dave find themselves unable to support him any more. This is the direction the campaign would take if it were a novel, but to play it out requires mature players and some out of game discussion about whether the players want to go there. Because the most satisfying ending at this point is for Rob to become corrupt and cruel, and for Jim and Dave to oppose and eventually defeat him. This begins as a player vs player scenario, but can be leavened by, as above, letting Rob make a new character - ideally a victim of Rob's despotism - to join them. Now Rob is playing against <em>himself</em>, and though it could go either way, likely his wizard ruler will become increasingly an NPC/ plot device. If this happens gradually enough, with his occasional input still sought, the game could have a great tragic/heroic ending, with Rob facing his former comrades and justifying himself just before they (including Rob 2) regretfully blow him away.</p></blockquote><p></p>
[QUOTE="On Puget Sound, post: 5183935, member: 68988"] Rob takes over the kingdom, with Jim and Dave as trusted advisors. Rob begins making the "reforms" he's been dreaming of, turning Moldania into a conquering power that threatens to engulf its neighbors. At this point there are several ways the campaign can go: 1. Rob becomes a co-driver of the storyline. He sends Jim and Dave (and maybe another adventuring character of his own, since his wizard is busy ruling now) on diplomatic, spying, military and relic-acquisition missions, chosen from a menu of opportunities and threats provided by you, the GM. Most of the wizard's playing is now done between tabletop sessions, by email. He casts rituals to teleport the party and divines for information, but never gets out and casts fireballs at monsters any more. 2. Rob's rule becomes increasingly oppressive, and Jim and Dave find themselves unable to support him any more. This is the direction the campaign would take if it were a novel, but to play it out requires mature players and some out of game discussion about whether the players want to go there. Because the most satisfying ending at this point is for Rob to become corrupt and cruel, and for Jim and Dave to oppose and eventually defeat him. This begins as a player vs player scenario, but can be leavened by, as above, letting Rob make a new character - ideally a victim of Rob's despotism - to join them. Now Rob is playing against [I]himself[/I], and though it could go either way, likely his wizard ruler will become increasingly an NPC/ plot device. If this happens gradually enough, with his occasional input still sought, the game could have a great tragic/heroic ending, with Rob facing his former comrades and justifying himself just before they (including Rob 2) regretfully blow him away. [/QUOTE]
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