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Campaign of Anti-Heroes
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<blockquote data-quote="[OMENRPG]Ben" data-source="post: 5969704" data-attributes="member: 6677983"><p>Most of my games are run with this kind of playerbase, so I'm quite familiar with it.</p><p></p><p>The one thing I've encountered is to ensure that the characters either have a strong connection and loyalty to one another or to a specific cause. If that cause is something as selfish is "getting rich", it isn't uncommon for the characters to backstab each other. This can lead to great drama, and if the players don't get too emotionally involved, it can lead to a great game. I've also seen it lead to a no-fun-no-win situation. </p><p></p><p>I think one of the easiest ways to make anti-heroes have an interesting motivation is to fill the world with difficult choices. Do they help the government defend off an invading army, getting paid in the process? Even if the government poorly manages its own defenses, or starves its people? Do they assist the conquerors? What if the conquerors plan on killing every first-born son to cripple the nation? </p><p></p><p>These kind of no-clear-option scenarios help antiheroes still have to make moral decisions, and then witness the consequences of those decisions. I agree that one shouldn't punish them for taking the selfish route, simply treat it realistically. There's a reason people are selfish, it helps them to survive dangerous situations. That makes trust between those you know (such as the party) all the more important and meaningful.</p></blockquote><p></p>
[QUOTE="[OMENRPG]Ben, post: 5969704, member: 6677983"] Most of my games are run with this kind of playerbase, so I'm quite familiar with it. The one thing I've encountered is to ensure that the characters either have a strong connection and loyalty to one another or to a specific cause. If that cause is something as selfish is "getting rich", it isn't uncommon for the characters to backstab each other. This can lead to great drama, and if the players don't get too emotionally involved, it can lead to a great game. I've also seen it lead to a no-fun-no-win situation. I think one of the easiest ways to make anti-heroes have an interesting motivation is to fill the world with difficult choices. Do they help the government defend off an invading army, getting paid in the process? Even if the government poorly manages its own defenses, or starves its people? Do they assist the conquerors? What if the conquerors plan on killing every first-born son to cripple the nation? These kind of no-clear-option scenarios help antiheroes still have to make moral decisions, and then witness the consequences of those decisions. I agree that one shouldn't punish them for taking the selfish route, simply treat it realistically. There's a reason people are selfish, it helps them to survive dangerous situations. That makes trust between those you know (such as the party) all the more important and meaningful. [/QUOTE]
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