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<blockquote data-quote="Haltherrion" data-source="post: 5215130" data-attributes="member: 18253"><p>Seems workable for the setting. The thing to avoid is a feeling of futility, either at the time or after the fact. That can be quite annoying in the railroading sense.</p><p> </p><p>I would making it very clear (through in-game actions and NPCs) that success is very difficult and may be impossible and maybe even allow success if they think of something really, really clever.</p><p> </p><p>Then from a game point of view, find ways to allow some partially successes even if the overall success eludes them</p><p> </p><p>Destroying Chicago seems perfectly reasonable. Campaigns don't last for ever and you might as well use the big punches all the way through and not save them for a later time that may never happen.</p><p> </p><p>As a player, I think this could be perfect for the Cthulu mood as long as I didn't feel that good ideas were being ignored by the ref simply because he had already decided there was no chance of success. The positive way to do this would be to provide in-game ways to reveal the desparation of the situation, gloomy NPCs prognosticating gloom, revealed information that foreshadows the destruction of Chicago (maybe references to prior similar occurences), some bruising encounters with the opposition forces that make the players realize they may not be able to handle everything. Finally, some possibility of some small success in the big calamity- being able to rescue someone or something they care about, extracting some usefull lore than will help in the next battle, etc.</p><p> </p><p>Sounds fun.</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 5215130, member: 18253"] Seems workable for the setting. The thing to avoid is a feeling of futility, either at the time or after the fact. That can be quite annoying in the railroading sense. I would making it very clear (through in-game actions and NPCs) that success is very difficult and may be impossible and maybe even allow success if they think of something really, really clever. Then from a game point of view, find ways to allow some partially successes even if the overall success eludes them Destroying Chicago seems perfectly reasonable. Campaigns don't last for ever and you might as well use the big punches all the way through and not save them for a later time that may never happen. As a player, I think this could be perfect for the Cthulu mood as long as I didn't feel that good ideas were being ignored by the ref simply because he had already decided there was no chance of success. The positive way to do this would be to provide in-game ways to reveal the desparation of the situation, gloomy NPCs prognosticating gloom, revealed information that foreshadows the destruction of Chicago (maybe references to prior similar occurences), some bruising encounters with the opposition forces that make the players realize they may not be able to handle everything. Finally, some possibility of some small success in the big calamity- being able to rescue someone or something they care about, extracting some usefull lore than will help in the next battle, etc. Sounds fun. [/QUOTE]
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