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Accomodatin players who are motivated by power fantasies in a heroic fantasy campaign
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<blockquote data-quote="Starfox" data-source="post: 5184202" data-attributes="member: 2303"><p>Funny how it is always the wizard class that attracts this type of player, as it does in your example. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Looking back at the old Greyhawk campaign featuring Tenser, Mordenkainen et al, you notice they all went this way. Perhaps because its a natural extension of DnD's wargaming roots. Entering the political "level" of play seems like a natural thing once you achieve a certain level of power. The response taken in that campaign is that the political level of play is not a power vacuum - there are older, more established players already there. Sort of like your third solution, I guess, only these power players mostly act behind the scenes, thus never forcing you to leave the kingdom.</p><p></p><p>A big problem with such a setup is the leveling speed of 3E/4E. When you level up every four sessions or so, no enemy can keep pace unless they also level up at the same rate. Introducing Mordenkainen as a check on a player's ambition only works until they kick his ass. Political machinations become a lot less appealing when you can just clear out a dungeon and outlevel your adversaries, then kick their butt without bothering with intrigue. So if you want this kind of game, I suggest you reduce leveling speed at high levels.</p><p></p><p>Another problem is when different players have different expectations. If two of your players want to face the next dungeon and the third wants to build an empire, there is a collision of interest among the players. Sit down and talk about it and about what you're all expecting from the game. Perhaps the first two will be happy as generals and hitmen of the empire builder, or perhaps the empire building character needs to retire to run his empire and the player take up a more adventuresome hero.</p></blockquote><p></p>
[QUOTE="Starfox, post: 5184202, member: 2303"] Funny how it is always the wizard class that attracts this type of player, as it does in your example. :) Looking back at the old Greyhawk campaign featuring Tenser, Mordenkainen et al, you notice they all went this way. Perhaps because its a natural extension of DnD's wargaming roots. Entering the political "level" of play seems like a natural thing once you achieve a certain level of power. The response taken in that campaign is that the political level of play is not a power vacuum - there are older, more established players already there. Sort of like your third solution, I guess, only these power players mostly act behind the scenes, thus never forcing you to leave the kingdom. A big problem with such a setup is the leveling speed of 3E/4E. When you level up every four sessions or so, no enemy can keep pace unless they also level up at the same rate. Introducing Mordenkainen as a check on a player's ambition only works until they kick his ass. Political machinations become a lot less appealing when you can just clear out a dungeon and outlevel your adversaries, then kick their butt without bothering with intrigue. So if you want this kind of game, I suggest you reduce leveling speed at high levels. Another problem is when different players have different expectations. If two of your players want to face the next dungeon and the third wants to build an empire, there is a collision of interest among the players. Sit down and talk about it and about what you're all expecting from the game. Perhaps the first two will be happy as generals and hitmen of the empire builder, or perhaps the empire building character needs to retire to run his empire and the player take up a more adventuresome hero. [/QUOTE]
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