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Campaign and PC development - crisis, need your help
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<blockquote data-quote="DumbPaladin" data-source="post: 5381155" data-attributes="member: 90770"><p>I really agree with steeldragons. This sounds like a situation where starting with new characters -- but not necessarily at level 1, perhaps let the players create characters at the current level they're at, if higher than 1st -- could be a better way to form cohesion from the start.</p><p></p><p>If for some reason the group simply does not wish to start new characters (but why wouldn't they, given what led to their current predicament?), then I'd recommend writing an adventure or two as the NEXT thing you do which will force the party to decide exactly why they're working together, and what they're working TOWARDS.</p><p></p><p>Do they want to conquer their home city? The nation? The world? Become demigods of evil? Do they honestly want to reform? If they don't know, then force them to pick by providing a plot that will require character morality decisions via actions.</p><p></p><p>Possible example: A newer, slightly badder, evil moves into their home turf and takes over, killing some high-ranking leaders, the nice old lady in the market square, the milkmaid, her young boyfriend the paladin's squire -- oh yah and the paladin too, and imprisoning almost every other do-gooder in the town.</p><p></p><p>This is immediately a problem. They could choose to move to a new town -- at which point the New Evil takes over that town too (expansion, you know -- much easier when no one is opposing them). Perhaps the next time they try to leave, they're disallowed from doing so, by force.</p><p></p><p>They could choose to try and liberate the city, making them unlikely yet genuine antiheroes. This would be an easy route for you to adjudicate.</p><p></p><p>They could decide THEY want to run the city, which will require defeating the new evil, and then enforcing their own brand of totalitarianism on the conquered city. If they go this route, not only will they now have to defend their new city against OTHER forces of evil attempting to squash them, but occasionally put down a de facto rebel force of The Powers of Good from the remaining town civilians. This could get fun. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="DumbPaladin, post: 5381155, member: 90770"] I really agree with steeldragons. This sounds like a situation where starting with new characters -- but not necessarily at level 1, perhaps let the players create characters at the current level they're at, if higher than 1st -- could be a better way to form cohesion from the start. If for some reason the group simply does not wish to start new characters (but why wouldn't they, given what led to their current predicament?), then I'd recommend writing an adventure or two as the NEXT thing you do which will force the party to decide exactly why they're working together, and what they're working TOWARDS. Do they want to conquer their home city? The nation? The world? Become demigods of evil? Do they honestly want to reform? If they don't know, then force them to pick by providing a plot that will require character morality decisions via actions. Possible example: A newer, slightly badder, evil moves into their home turf and takes over, killing some high-ranking leaders, the nice old lady in the market square, the milkmaid, her young boyfriend the paladin's squire -- oh yah and the paladin too, and imprisoning almost every other do-gooder in the town. This is immediately a problem. They could choose to move to a new town -- at which point the New Evil takes over that town too (expansion, you know -- much easier when no one is opposing them). Perhaps the next time they try to leave, they're disallowed from doing so, by force. They could choose to try and liberate the city, making them unlikely yet genuine antiheroes. This would be an easy route for you to adjudicate. They could decide THEY want to run the city, which will require defeating the new evil, and then enforcing their own brand of totalitarianism on the conquered city. If they go this route, not only will they now have to defend their new city against OTHER forces of evil attempting to squash them, but occasionally put down a de facto rebel force of The Powers of Good from the remaining town civilians. This could get fun. ;) [/QUOTE]
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