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Alternatives to "Save the World"
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<blockquote data-quote="Gothmog" data-source="post: 4464880" data-attributes="member: 317"><p>I did this with a Midnight game once. The players decided that the only way to escape misery and endless oppression by Izrador would be to destroy the world. To that end, they investigated myths, rumors, and prophecies, and they adopted a very amoral stance- if they killed someone now, they were sparing them the pain and suffering of continued existence, and everyone was going to die when the world ended anyway. We never got to finish that campaign due to real-life interruptions, but it was a lot of fun.</p><p></p><p>I tend to stay away from "save the world" type games (and I dislike D&D epic game play over level 12 or so), because honestly, its been done about a bazillion times before. I'll have to see how 4e plays above level 10, but so far it looks much more interesting. In the past, I've used the following themes in "save the world's" place:</p><p></p><p>- Quest for knowledge, especially regarding the true nature of reality which is being hidden and suppressed by the gods (kinda like fantasy Kult- this one was one of the most fun to play).</p><p></p><p>- Banish the gods, demons, supernatural entities from the world, to allow the mortal races to live their own lives as something other than pawns.</p><p></p><p>- Aspire to high political positions, and let the PCs run their own kingdoms, churches, etc. This one had a lot of intrigue, politics, backstabbing, etc- and was fun, if very competitive.</p><p></p><p>- Try to bring about a prophecy which the PCs believe will accomplish some goal.</p><p></p><p>- Explore a previously undiscovered continent/plane/etc.</p><p></p><p>- At the dawn of the world, set up the first civilizations and empires, as a basis of what will come later. We had a lot of fun with this one too- and a later campaign used the same world about 2000 years later, basing the cultures and civilizations off the world the players built.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 4464880, member: 317"] I did this with a Midnight game once. The players decided that the only way to escape misery and endless oppression by Izrador would be to destroy the world. To that end, they investigated myths, rumors, and prophecies, and they adopted a very amoral stance- if they killed someone now, they were sparing them the pain and suffering of continued existence, and everyone was going to die when the world ended anyway. We never got to finish that campaign due to real-life interruptions, but it was a lot of fun. I tend to stay away from "save the world" type games (and I dislike D&D epic game play over level 12 or so), because honestly, its been done about a bazillion times before. I'll have to see how 4e plays above level 10, but so far it looks much more interesting. In the past, I've used the following themes in "save the world's" place: - Quest for knowledge, especially regarding the true nature of reality which is being hidden and suppressed by the gods (kinda like fantasy Kult- this one was one of the most fun to play). - Banish the gods, demons, supernatural entities from the world, to allow the mortal races to live their own lives as something other than pawns. - Aspire to high political positions, and let the PCs run their own kingdoms, churches, etc. This one had a lot of intrigue, politics, backstabbing, etc- and was fun, if very competitive. - Try to bring about a prophecy which the PCs believe will accomplish some goal. - Explore a previously undiscovered continent/plane/etc. - At the dawn of the world, set up the first civilizations and empires, as a basis of what will come later. We had a lot of fun with this one too- and a later campaign used the same world about 2000 years later, basing the cultures and civilizations off the world the players built. [/QUOTE]
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