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Advice for revolutionary campaign
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<blockquote data-quote="DrunkonDuty" data-source="post: 9659460" data-attributes="member: 54364"><p>Hi [USER=7052526]@goldfish5432[/USER]. Welcome to the boards. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>My thoughts on what you've asked about: there is a lot of potential for railroading to happen. Railroading isn't always bad. But it doesn't take much railroading for the players to feel left out of the game they are meant to be playing.</p><p></p><p>So the following is some (hopefully helpful) advice to reduce railroading potential. By the way, this comes from personal experience of having done all the bad rail-roady things myself.</p><p></p><p>Let the players work out why they want to work together. And let the players know that it's their job to work out why the characters want to work together. The only character who doesn't have an immediate reason to go against the oligarchs (as opposed to their family) is the cleric. And the group may find going against their family a sufficient place to start.</p><p></p><p>I'd avoid capturing PCs. Players hate that.</p><p></p><p>Your instincts to get the PCs together in one place with a common foe/goal are the right ones. But let the players choose what it is. You can certainly give them some helpful suggestions based on their characters. There might be a ball the thieves and barbarian decide to crash. The priest and paladin could be guests. Maybe barby decides to break into priest's house looking for some righteous murder the same night thieves break in looking for goodies.</p><p></p><p>You lay out the land, major NPCs and places. Some major events. Let the players work it from there. Or maybe they ask about something completely different that you've not thought about. Don't say no to such suggestions (unless they are completely out of your area of interest.) Work them into the story.</p><p></p><p>Give them a common enemy right off the bat. Ask the cleric if there's one person in their family who represents all the worst and is cleric's especial enemy. A parent/uncle/auntie/older sibling. They can be the leader, or possibly come to be the leader, of the oligarchs. Or maybe they die in the opening act. Dice can be finicky.</p><p></p><p>But it sounds like a fun campaign! And it sounds like you've got good players who are invested in giving you PCs who have reasons to be involved. Yay!</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 9659460, member: 54364"] Hi [USER=7052526]@goldfish5432[/USER]. Welcome to the boards. :) My thoughts on what you've asked about: there is a lot of potential for railroading to happen. Railroading isn't always bad. But it doesn't take much railroading for the players to feel left out of the game they are meant to be playing. So the following is some (hopefully helpful) advice to reduce railroading potential. By the way, this comes from personal experience of having done all the bad rail-roady things myself. Let the players work out why they want to work together. And let the players know that it's their job to work out why the characters want to work together. The only character who doesn't have an immediate reason to go against the oligarchs (as opposed to their family) is the cleric. And the group may find going against their family a sufficient place to start. I'd avoid capturing PCs. Players hate that. Your instincts to get the PCs together in one place with a common foe/goal are the right ones. But let the players choose what it is. You can certainly give them some helpful suggestions based on their characters. There might be a ball the thieves and barbarian decide to crash. The priest and paladin could be guests. Maybe barby decides to break into priest's house looking for some righteous murder the same night thieves break in looking for goodies. You lay out the land, major NPCs and places. Some major events. Let the players work it from there. Or maybe they ask about something completely different that you've not thought about. Don't say no to such suggestions (unless they are completely out of your area of interest.) Work them into the story. Give them a common enemy right off the bat. Ask the cleric if there's one person in their family who represents all the worst and is cleric's especial enemy. A parent/uncle/auntie/older sibling. They can be the leader, or possibly come to be the leader, of the oligarchs. Or maybe they die in the opening act. Dice can be finicky. But it sounds like a fun campaign! And it sounds like you've got good players who are invested in giving you PCs who have reasons to be involved. Yay! [/QUOTE]
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