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[Campaign Development] The Goblinoid Host
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<blockquote data-quote="Slapzilla" data-source="post: 3943889" data-attributes="member: 52781"><p>I won't try to convince you of adventure stylings, the manner of cliche or plot vs. story.</p><p></p><p>What little freedom your players have is relegated to the method you've allowed them to get to the next step. Bad idea. Players need to feel like they are participating, not waiting for plot expositions so they can roll dice. It sounds like a fun read, but I'd find the lack of meaningful participation dull. If the plot requires my character to move in one direction and all story points to suicide if I don't take the necessary steps then you don't need me.</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>If they can't avoid the criminal branding and they get an Artifact to solve the problem, then little they do matters and why <u>should</u> they participate. Arguably without the Artifact or not is a false choice anyway.</p><p></p><p>Sorry I wont be able to be much help as we don't see eye to eye. Oh well. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Slapzilla, post: 3943889, member: 52781"] I won't try to convince you of adventure stylings, the manner of cliche or plot vs. story. What little freedom your players have is relegated to the method you've allowed them to get to the next step. Bad idea. Players need to feel like they are participating, not waiting for plot expositions so they can roll dice. It sounds like a fun read, but I'd find the lack of meaningful participation dull. If the plot requires my character to move in one direction and all story points to suicide if I don't take the necessary steps then you don't need me. "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)." If they can't avoid the criminal branding and they get an Artifact to solve the problem, then little they do matters and why [U]should[/U] they participate. Arguably without the Artifact or not is a false choice anyway. Sorry I wont be able to be much help as we don't see eye to eye. Oh well. :) [/QUOTE]
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