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General Tabletop Discussion
Character Builds & Optimization
Campaign Idea- help me build on it please!!
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<blockquote data-quote="mattdm" data-source="post: 4287386" data-attributes="member: 15382"><p>I think I'd kick up the badness a notch or two. Maybe make it so the default foremen are neutral — just doing their job and enforcing the natural order — and the benevolent ones as rare or rarer than the cruel ones. And without going the full-on slavery/indentured-servant route, you could still make it so that job mobility is hard, so that "if you don't like it, quit" isn't a real option.</p><p></p><p>I don't mean that you should tilt it the other way so that the orcs are automatically the glorious revolutionaries, but I think it adds interest if the player characters have a good reason to be sympathetic to both sides — perhaps even with some players leaning one way and the others the other way.</p><p></p><p>I like the introduced-drug-epidemic thing too. That can lead to all sorts of interesting scenarios — the basically good and heroic NPC with a drug problem, for example.</p></blockquote><p></p>
[QUOTE="mattdm, post: 4287386, member: 15382"] I think I'd kick up the badness a notch or two. Maybe make it so the default foremen are neutral — just doing their job and enforcing the natural order — and the benevolent ones as rare or rarer than the cruel ones. And without going the full-on slavery/indentured-servant route, you could still make it so that job mobility is hard, so that "if you don't like it, quit" isn't a real option. I don't mean that you should tilt it the other way so that the orcs are automatically the glorious revolutionaries, but I think it adds interest if the player characters have a good reason to be sympathetic to both sides — perhaps even with some players leaning one way and the others the other way. I like the introduced-drug-epidemic thing too. That can lead to all sorts of interesting scenarios — the basically good and heroic NPC with a drug problem, for example. [/QUOTE]
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