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Campaign Idea - The Expendables
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<blockquote data-quote="Shades of Green" data-source="post: 2992804" data-attributes="member: 3297"><p>I like this approach - this is a welcome break from the traditional freelance-adventuring concept.</p><p></p><p>A few thoughts:</p><p></p><p>1) This could possiblt turn the concept of treasure aquisition upside down: you don't slowly accumulate treasures from your adventures, you get issued (by the organization) the equipment you need to finish your mission. You receive a generous salary so you'll live well during the "downtime" between missions. You'd probably also be able to requisition additional gear for your missions, within reason. Also, the organization could raise dead/ressurect, but probably has a limited number of high-level clerics so you'll have to wait a while until one becomes available, AND you get a far bigger bonus for returning all alive and well.</p><p></p><p>2) I'd suggest that the heroes get introduced to the organization around level 3; before that they should either be freelancers or more direct employees of the Emperor, such as city watchmen or legionaires. Once they deal with some minor threat on their own (such as an infestation of undead, a werewolf or two, a small gang of wererats or something similar), they'll be approached by a Contact and recruited.</p><p></p><p>3) Large and complicated conspiracies and storyarcs work very well with this concept. A large portion of the (seemingly unrelated) missions will actually deal with branches, side-effects and subprojects of the archvillian (a powerful lich? a cabal of illithids? a demon-lord?), which will eventually be revealed. Ofcourse, some missions will be unrelated, too, but vast and far-reaching conspiracies work very well with this concept.</p></blockquote><p></p>
[QUOTE="Shades of Green, post: 2992804, member: 3297"] I like this approach - this is a welcome break from the traditional freelance-adventuring concept. A few thoughts: 1) This could possiblt turn the concept of treasure aquisition upside down: you don't slowly accumulate treasures from your adventures, you get issued (by the organization) the equipment you need to finish your mission. You receive a generous salary so you'll live well during the "downtime" between missions. You'd probably also be able to requisition additional gear for your missions, within reason. Also, the organization could raise dead/ressurect, but probably has a limited number of high-level clerics so you'll have to wait a while until one becomes available, AND you get a far bigger bonus for returning all alive and well. 2) I'd suggest that the heroes get introduced to the organization around level 3; before that they should either be freelancers or more direct employees of the Emperor, such as city watchmen or legionaires. Once they deal with some minor threat on their own (such as an infestation of undead, a werewolf or two, a small gang of wererats or something similar), they'll be approached by a Contact and recruited. 3) Large and complicated conspiracies and storyarcs work very well with this concept. A large portion of the (seemingly unrelated) missions will actually deal with branches, side-effects and subprojects of the archvillian (a powerful lich? a cabal of illithids? a demon-lord?), which will eventually be revealed. Ofcourse, some missions will be unrelated, too, but vast and far-reaching conspiracies work very well with this concept. [/QUOTE]
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Campaign Idea - The Expendables
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