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Book of Exalted Deeds: What would you put in it?
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<blockquote data-quote="Elder-Basilisk" data-source="post: 379912" data-attributes="member: 3146"><p>In a more constructive vein, here are a few things I would include.</p><p></p><p>Dreams, Visions, and Prophecies.</p><p>How do good deities interact with their followers? How do they communicate with them? Some techniques for convincingly simulating a divine connection without being obscure or having the communication lose all meaning.</p><p></p><p>Good Villains:</p><p>How to use good guys as villains without making them evil.</p><p>This would explore the ways that honest, good characters might come into conflict without resorting to the old "he's doing evil so that good can result from it" canard. What about genuine good guys doing good things coming into conflict?</p><p></p><p>Building heroes:</p><p>How can DMs encourage characters to behave heroically? It's very easy to start out a campaign wanting the PCs to be heroes but to construct a world which subtly discourages heroism by incentivizing unheroic behavior and punishing heroic behavior.</p><p></p><p>Oaths, Vows, and Boasts:</p><p>Not just monastic vows, etc. Also vows like "By Zeus and Apollo, I shall not rest until these villains have been brought to justice." Or "If by my life or death I can protect you, I shall." What are the in game effects of vows? Might the gods really bear witness to the vows and punish those who abandon their oaths?</p><p></p><p>Dealing with prisoners: </p><p>a brief treatment of how good characters might deal with prisoners. This should include some brief treatment of the historical divisions made between different kinds of prisoners--knights (ransom), soldiers, bandits (summary execution), etc.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 379912, member: 3146"] In a more constructive vein, here are a few things I would include. Dreams, Visions, and Prophecies. How do good deities interact with their followers? How do they communicate with them? Some techniques for convincingly simulating a divine connection without being obscure or having the communication lose all meaning. Good Villains: How to use good guys as villains without making them evil. This would explore the ways that honest, good characters might come into conflict without resorting to the old "he's doing evil so that good can result from it" canard. What about genuine good guys doing good things coming into conflict? Building heroes: How can DMs encourage characters to behave heroically? It's very easy to start out a campaign wanting the PCs to be heroes but to construct a world which subtly discourages heroism by incentivizing unheroic behavior and punishing heroic behavior. Oaths, Vows, and Boasts: Not just monastic vows, etc. Also vows like "By Zeus and Apollo, I shall not rest until these villains have been brought to justice." Or "If by my life or death I can protect you, I shall." What are the in game effects of vows? Might the gods really bear witness to the vows and punish those who abandon their oaths? Dealing with prisoners: a brief treatment of how good characters might deal with prisoners. This should include some brief treatment of the historical divisions made between different kinds of prisoners--knights (ransom), soldiers, bandits (summary execution), etc. [/QUOTE]
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Book of Exalted Deeds: What would you put in it?
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