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Advice for revolutionary campaign
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<blockquote data-quote="jgsugden" data-source="post: 9659410" data-attributes="member: 2629"><p>This is a bit heavy handed of a way to say it, but I agree that this outline takes away player agency.</p><p></p><p>Man plans. God laughs.</p><p></p><p>DM plans. Players laugh.</p><p></p><p>The rough idea is something to build around, but I would back off from the detailed plan and instead think of ways to drop options before the PCs and then figure out where to go with the options they select. </p><p></p><p>That being said....</p><p></p><p>Leading a revolution is not a great RPG option - because the players end up being dictating leaders rather than adventurers. This can work at higher levels as the PCs 'outgrow' the adventuring role to an extent, but putting them in that role early on when they want to use their heroes to do stuff is a bit challenging. I'd instead focus on putting others in charge and having the PCs be asked to go on missions - without an expectation they will or will not do it.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9659410, member: 2629"] This is a bit heavy handed of a way to say it, but I agree that this outline takes away player agency. Man plans. God laughs. DM plans. Players laugh. The rough idea is something to build around, but I would back off from the detailed plan and instead think of ways to drop options before the PCs and then figure out where to go with the options they select. That being said.... Leading a revolution is not a great RPG option - because the players end up being dictating leaders rather than adventurers. This can work at higher levels as the PCs 'outgrow' the adventuring role to an extent, but putting them in that role early on when they want to use their heroes to do stuff is a bit challenging. I'd instead focus on putting others in charge and having the PCs be asked to go on missions - without an expectation they will or will not do it. [/QUOTE]
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