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<blockquote data-quote="Rahl" data-source="post: 156644" data-attributes="member: 4259"><p>I am currently writing a new campaign for my players. During the work with my campaign a problem has arisen and I need some suggestions on how it can be solved. In the first chapter of my campaign a new King has taken the throne, since it isn’t possible (nor time) for the new king to explain his actions, the players, among many others, sees him as an evil character. Anyway there is a far greater evil marching towards the land (only known by the new king). It is possible for the players to fight some part of this upcoming battle without allying with the new king, but I think they will find this enemy to strong to fight without the new king at there side. (but, there are some other ways they can succeed in this campaign) </p><p></p><p>Anyway, the object in the first chapter is to decide either to ally with the new king or not. To aid them in this decision they will find a lot of prophecies (about 40-50, one-page stories). These prophecies must be linked together in the right way for the players to see the true story about the new king. The prophecies will therefore beside a text, contain a clue to how it relates to the other prophecies (and if it is “true” or not). So what I need is a system, or a code, which the player must decode to understand which prophecies are true and which are untrue. The main problem is that I need a code which cant be broken without at least 10 or 15 of the prophecies at hand, but easily broken if the players has 30+ of the prophecies. It would completely ruin my campaign if the players by some freak accident suddenly finds one or two of the important prophecies true and therefore do not need to find the rest of the prophecies.</p></blockquote><p></p>
[QUOTE="Rahl, post: 156644, member: 4259"] I am currently writing a new campaign for my players. During the work with my campaign a problem has arisen and I need some suggestions on how it can be solved. In the first chapter of my campaign a new King has taken the throne, since it isn’t possible (nor time) for the new king to explain his actions, the players, among many others, sees him as an evil character. Anyway there is a far greater evil marching towards the land (only known by the new king). It is possible for the players to fight some part of this upcoming battle without allying with the new king, but I think they will find this enemy to strong to fight without the new king at there side. (but, there are some other ways they can succeed in this campaign) Anyway, the object in the first chapter is to decide either to ally with the new king or not. To aid them in this decision they will find a lot of prophecies (about 40-50, one-page stories). These prophecies must be linked together in the right way for the players to see the true story about the new king. The prophecies will therefore beside a text, contain a clue to how it relates to the other prophecies (and if it is “true” or not). So what I need is a system, or a code, which the player must decode to understand which prophecies are true and which are untrue. The main problem is that I need a code which cant be broken without at least 10 or 15 of the prophecies at hand, but easily broken if the players has 30+ of the prophecies. It would completely ruin my campaign if the players by some freak accident suddenly finds one or two of the important prophecies true and therefore do not need to find the rest of the prophecies. [/QUOTE]
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