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Bringing Civilization to the Savages [long]
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<blockquote data-quote="roguerouge" data-source="post: 4169329" data-attributes="member: 13855"><p>Let the player do it. Something built is something to defend, after all, and that means future plot hooks.</p><p></p><p>Let's see, he's radically altering the ecosystem by building a forest, so eventually a druid will notice. Will the druid permit this project to go forward? Will he tell him to move it to a different area? Will he actually aid him, as it replaces trees cut down by the villagers? Will villagers come out at night and cut these trees down for their own purposes (a.k.a. "poaching"). What kind of creatures will a new forest attract?</p><p></p><p>Social encounters to pull this off: </p><p>* Is there any large government responsible for this burg? They may want to issue permits for things like a new school, and thus want to influence/control it.</p><p>* Who's in charge of town defense? They'll be very interested in this new town wall concept.</p><p>* That Com 9 and Exp 6 may support the first project, but after that, the PC is no longer a benefactor, but a political threat. It will become clear that he wants a seat on the town council, and that means one of them will not be re-elected if he succeeds. They'll start to fight back. They'll argue against his proposals. They'll demand veto power over some of them. (And they'll exercise that power at least once to show who's still boss.) They may even start a rumor smear campaign against the PC or his allies, in fact, given the party makeup, that's a certainty. ("I hear he's setting himself up to rule this town. Do you want that? Do you want a king? A drow king?") They'll be villains: the type of villains you can't kill 'cause they're not evil and protected by the law.</p><p>*Wandering monsters will attack workers and require either the PCs or hiring groups of armed guards. </p><p>*He's going to have to work very hard to get any interest from the barbarian tribes at all in the city folk way of life.</p><p>*New farmland plus new mines equals need for people. A lot more people. Where will they come from? How will they get there?</p><p>* Cost overruns produce adventure when you or the player need a break. </p><p></p><p>This is a great opportunity: you've got adventure hooks, role playing hooks, and a way to advance the campaign time-line (work progresses for a few months until...). The latter part is great, 'cause now you can avoid the "20th level 20 year-old" issue.</p></blockquote><p></p>
[QUOTE="roguerouge, post: 4169329, member: 13855"] Let the player do it. Something built is something to defend, after all, and that means future plot hooks. Let's see, he's radically altering the ecosystem by building a forest, so eventually a druid will notice. Will the druid permit this project to go forward? Will he tell him to move it to a different area? Will he actually aid him, as it replaces trees cut down by the villagers? Will villagers come out at night and cut these trees down for their own purposes (a.k.a. "poaching"). What kind of creatures will a new forest attract? Social encounters to pull this off: * Is there any large government responsible for this burg? They may want to issue permits for things like a new school, and thus want to influence/control it. * Who's in charge of town defense? They'll be very interested in this new town wall concept. * That Com 9 and Exp 6 may support the first project, but after that, the PC is no longer a benefactor, but a political threat. It will become clear that he wants a seat on the town council, and that means one of them will not be re-elected if he succeeds. They'll start to fight back. They'll argue against his proposals. They'll demand veto power over some of them. (And they'll exercise that power at least once to show who's still boss.) They may even start a rumor smear campaign against the PC or his allies, in fact, given the party makeup, that's a certainty. ("I hear he's setting himself up to rule this town. Do you want that? Do you want a king? A drow king?") They'll be villains: the type of villains you can't kill 'cause they're not evil and protected by the law. *Wandering monsters will attack workers and require either the PCs or hiring groups of armed guards. *He's going to have to work very hard to get any interest from the barbarian tribes at all in the city folk way of life. *New farmland plus new mines equals need for people. A lot more people. Where will they come from? How will they get there? * Cost overruns produce adventure when you or the player need a break. This is a great opportunity: you've got adventure hooks, role playing hooks, and a way to advance the campaign time-line (work progresses for a few months until...). The latter part is great, 'cause now you can avoid the "20th level 20 year-old" issue. [/QUOTE]
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