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Chris keep out! - Looking for ideas to bounce off of players/dms
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<blockquote data-quote="Lord Captian Tobacco" data-source="post: 5280260" data-attributes="member: 93707"><p>Np. Keeping the players out of the initial action allows for your plan to unfold without the players mucking things up. </p><p> </p><p>For the plan you have, it works well as a backdrop. Simple, efficent for starting the war, Clear cut. </p><p> </p><p>I don't know what sort of political heirarchy you are using but there are many factions that may be created here. </p><p> </p><p>on the agrieved side:</p><p>1. The father and family.</p><p>2. Religious fanatics wanting to do the right thing.</p><p>3. An interested young noble who has had his future bride dis-honored.</p><p>4. Some knight practicing 'love from afar' decides to take revenge. This starts as a raid, if captured The king won't ransom and this creates more support for the girls family, if not caught and continues,this leads to war ...but, the truth of how/why it started might not be known.</p><p> </p><p>for the other:</p><p>1. nay sayers. (Think ugly, like the way the you feel loosing the homecoming game on your own field. Soccer-thugs, that sort of thing.)</p><p>2. The accused and his vassals/henchmen/hierlings decide to put this behind them...permanantly.</p><p>3. The accused feels guilty, wants to turn himself over but isn't allowed. (Enter the illuminatti. For a real twist, maybe the guilty has to be rescued to end the war.) </p><p>4. The whole thing was planned to start a war (any reason would have done) but pushing for the other side to strike first. This will generate sympathy with other political entities. If they win they can demand land and consessions from the 'agressors'. </p><p> </p><p>Lots of twists and turns. Most groups I have had in the past would get mighty confused trying to unravel this, especially if you use more than one on each side. </p><p> </p><p>Be careful.</p></blockquote><p></p>
[QUOTE="Lord Captian Tobacco, post: 5280260, member: 93707"] Np. Keeping the players out of the initial action allows for your plan to unfold without the players mucking things up. For the plan you have, it works well as a backdrop. Simple, efficent for starting the war, Clear cut. I don't know what sort of political heirarchy you are using but there are many factions that may be created here. on the agrieved side: 1. The father and family. 2. Religious fanatics wanting to do the right thing. 3. An interested young noble who has had his future bride dis-honored. 4. Some knight practicing 'love from afar' decides to take revenge. This starts as a raid, if captured The king won't ransom and this creates more support for the girls family, if not caught and continues,this leads to war ...but, the truth of how/why it started might not be known. for the other: 1. nay sayers. (Think ugly, like the way the you feel loosing the homecoming game on your own field. Soccer-thugs, that sort of thing.) 2. The accused and his vassals/henchmen/hierlings decide to put this behind them...permanantly. 3. The accused feels guilty, wants to turn himself over but isn't allowed. (Enter the illuminatti. For a real twist, maybe the guilty has to be rescued to end the war.) 4. The whole thing was planned to start a war (any reason would have done) but pushing for the other side to strike first. This will generate sympathy with other political entities. If they win they can demand land and consessions from the 'agressors'. Lots of twists and turns. Most groups I have had in the past would get mighty confused trying to unravel this, especially if you use more than one on each side. Be careful. [/QUOTE]
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