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<blockquote data-quote="Altalazar" data-source="post: 1275197" data-attributes="member: 939"><p>Well, you could make something sort of a "signature" of the various wardens - to use a probably bad example, like having one represent "peace" and the other, opposite one represent "war" - and so that opposite signature for north and south lends more fuel to speculation about the missing "west" warden - perhaps there is some ugly history there. Perhaps some scheming. Perhaps it is secret for a different reason - perhaps that warden also leads the secret police - a TRUE secret police that no one is even aware exists. Then through the course of things later players start seeing little things here and there that end up with them speculating even more about that missing warden. Best to keep it as open as possible - with the overt hints like the fact that there is no overt west warden makes it possible to leave out a lot of other clues - you don't need to bang the players over the head with this and as they slowly piece it together, they will really appreciate it, especially as it sheds light (perhaps) on some of their earliest adventures - double meanings, hidden meanings. Tying that into the (rather obvious) Warden of the West would likely be very satisfying for them and you. Since it is sketchy at first, you wouldn't even need to fully define it until late, letting some of it evolve with the organic path of the campaign. </p><p></p><p>I realize this is all very general, but I hope you can see what I'm getting at with this.</p></blockquote><p></p>
[QUOTE="Altalazar, post: 1275197, member: 939"] Well, you could make something sort of a "signature" of the various wardens - to use a probably bad example, like having one represent "peace" and the other, opposite one represent "war" - and so that opposite signature for north and south lends more fuel to speculation about the missing "west" warden - perhaps there is some ugly history there. Perhaps some scheming. Perhaps it is secret for a different reason - perhaps that warden also leads the secret police - a TRUE secret police that no one is even aware exists. Then through the course of things later players start seeing little things here and there that end up with them speculating even more about that missing warden. Best to keep it as open as possible - with the overt hints like the fact that there is no overt west warden makes it possible to leave out a lot of other clues - you don't need to bang the players over the head with this and as they slowly piece it together, they will really appreciate it, especially as it sheds light (perhaps) on some of their earliest adventures - double meanings, hidden meanings. Tying that into the (rather obvious) Warden of the West would likely be very satisfying for them and you. Since it is sketchy at first, you wouldn't even need to fully define it until late, letting some of it evolve with the organic path of the campaign. I realize this is all very general, but I hope you can see what I'm getting at with this. [/QUOTE]
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