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[Campaign Development] The Goblinoid Host
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<blockquote data-quote="jdrakeh" data-source="post: 3943760" data-attributes="member: 13892"><p>Hopefully, they'll uncover the conspiracy's inner workings and stop the horde from taking over the bastion of civilization by uniting several organizations under one banner to do what the ostensibly 'good' rulers won't do (or, by the end game, <em>can't</em> do). </p><p></p><p></p><p></p><p>There isn't any one problem. I can't imagine that a campaign with <em>one</em> problem would be very fun. This being the case, the proposed campaign has a different problem for every leg of the story: </p><p></p><p>1. In <strong>The Beginning</strong>, the PCs must face and foil the advance spies of the goblinoid host, discover what they're up to, and prepare for it. The problem here is two-fold -- the spies and discovering their intentions. </p><p></p><p>2. In <strong>The Attack</strong> they aren't ahead of anything (or much ahead of anything). They must fight to repel the goblinoid host and, failing that, fight to escape it in an effort to warn others. The problem here is pretty straightforward -- a big-ass army of goblinoids. </p><p></p><p>3. In <strong>The Journy South</strong>, the problem is <em>time</em>. They must deliver their warnings to the towns and villages of the South before the goblinoid host arrives and destroys them. As I mention earlier, I need suggestions for obstacles here. </p><p></p><p>Etc, etc. . .</p><p></p><p></p><p></p><p>Well, they probably can't do much to avoid the criminal branding, lest they join forces with the evil-doers. Short of that, it isn't the interest of the evil-doers to let the PCs live comfortably. In a perfect world, rather than brand them criminals in an effor to discredit them, they'd murder (coup de'grace) them in their sleep. That doesn't seem very adventurous, though. </p><p></p><p>As previously mentioned, recovering the Ancient Artifact of Goodness will allow the PCs to both (A) cast doubt on claims of their criminal nature and (B) rally people to their cause. They can arguably do this without the artifact if they gain the cooperation of some powerful criminals or discredited lords (who will cooperate, as not being strung up by goblins is in their interest). </p><p></p><p></p><p></p><p>Honestly, I'm not too worries about that. From the basic character classes to the rote lists of spells, D&D is <em>built</em> on cliches. If I'm going to depart from cliches, I'll be taking a wild, flying, leap into systems that do the same. I play D&D specifically because it brings cliches to life in an entertaining manner. That's what it's built for, IMHO. </p><p></p><p></p><p></p><p>Yeah, I like Ry's stuff but I'm not sold on TRAPs. Honestly, TRAPs seems to be no more inclusive (in terms of empowering players) than the way I have proposed running things. It seems more structured, yes. More full of inventive language, yes. But more inclusive? Sorry, I just don't see that at all (compared to, say, Ry's DeathFlag stuff which specifically gives players a form of mechanical control).</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 3943760, member: 13892"] Hopefully, they'll uncover the conspiracy's inner workings and stop the horde from taking over the bastion of civilization by uniting several organizations under one banner to do what the ostensibly 'good' rulers won't do (or, by the end game, [i]can't[/i] do). There isn't any one problem. I can't imagine that a campaign with [i]one[/i] problem would be very fun. This being the case, the proposed campaign has a different problem for every leg of the story: 1. In [b]The Beginning[/b], the PCs must face and foil the advance spies of the goblinoid host, discover what they're up to, and prepare for it. The problem here is two-fold -- the spies and discovering their intentions. 2. In [b]The Attack[/b] they aren't ahead of anything (or much ahead of anything). They must fight to repel the goblinoid host and, failing that, fight to escape it in an effort to warn others. The problem here is pretty straightforward -- a big-ass army of goblinoids. 3. In [b]The Journy South[/b], the problem is [i]time[/i]. They must deliver their warnings to the towns and villages of the South before the goblinoid host arrives and destroys them. As I mention earlier, I need suggestions for obstacles here. Etc, etc. . . Well, they probably can't do much to avoid the criminal branding, lest they join forces with the evil-doers. Short of that, it isn't the interest of the evil-doers to let the PCs live comfortably. In a perfect world, rather than brand them criminals in an effor to discredit them, they'd murder (coup de'grace) them in their sleep. That doesn't seem very adventurous, though. As previously mentioned, recovering the Ancient Artifact of Goodness will allow the PCs to both (A) cast doubt on claims of their criminal nature and (B) rally people to their cause. They can arguably do this without the artifact if they gain the cooperation of some powerful criminals or discredited lords (who will cooperate, as not being strung up by goblins is in their interest). Honestly, I'm not too worries about that. From the basic character classes to the rote lists of spells, D&D is [i]built[/i] on cliches. If I'm going to depart from cliches, I'll be taking a wild, flying, leap into systems that do the same. I play D&D specifically because it brings cliches to life in an entertaining manner. That's what it's built for, IMHO. Yeah, I like Ry's stuff but I'm not sold on TRAPs. Honestly, TRAPs seems to be no more inclusive (in terms of empowering players) than the way I have proposed running things. It seems more structured, yes. More full of inventive language, yes. But more inclusive? Sorry, I just don't see that at all (compared to, say, Ry's DeathFlag stuff which specifically gives players a form of mechanical control). [/QUOTE]
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