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"Conspiracy" Fantasy: have you ever done it?
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<blockquote data-quote="Piratecat" data-source="post: 2039543" data-attributes="member: 2"><p>Okay, you're feeling the same thing I felt when I tried this! Rule One is "don't panic." Start small and manageable, and work upwards. I'm going to talk about how I'd handle this in your place. I'm not going to try and second-guess you, so you'll want to change all this around to fit your own ideas.</p><p></p><p>I'd make the country a church-run theocracy. The ruler is (apparently) divinely mandated to rule the country, there are several religious schisms in the true church (each of which wants different things), and there are several other churches struggling for control. There is also the deposed royalty that was thrown down when the church took over; they're supposedly all dead, but no one really believes that. The church licenses individual merchant houses to handle certain specific aspects of international commerce; one family may import and export spices, for instance, and no one else is allowed to by law (or it's heresy!)</p><p></p><p>This gives us lots of potential power groups in the game, lots of people manipulating others, lots of possible patrons for the PCs.</p><p></p><p>I'd start the PCs in a relatively small city of a kingdom that has at least two or three larger cities, including the capitol. The town the PCs are in is generally considered a backwater. Nevertheless, there is something there that makes the place important to certain factions within the government. I would decide that there's a ruined monastary somewhere under the city that contains important information: maybe there's a "heretical" religious prophecy that supports one faction, or damages another. The PCs get drawn in when they are hired as dupes to find the monastary. Things snowball from there.</p><p></p><p>For maximum fun, have different PCs begin loyal to people in different factions of the church.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 2039543, member: 2"] Okay, you're feeling the same thing I felt when I tried this! Rule One is "don't panic." Start small and manageable, and work upwards. I'm going to talk about how I'd handle this in your place. I'm not going to try and second-guess you, so you'll want to change all this around to fit your own ideas. I'd make the country a church-run theocracy. The ruler is (apparently) divinely mandated to rule the country, there are several religious schisms in the true church (each of which wants different things), and there are several other churches struggling for control. There is also the deposed royalty that was thrown down when the church took over; they're supposedly all dead, but no one really believes that. The church licenses individual merchant houses to handle certain specific aspects of international commerce; one family may import and export spices, for instance, and no one else is allowed to by law (or it's heresy!) This gives us lots of potential power groups in the game, lots of people manipulating others, lots of possible patrons for the PCs. I'd start the PCs in a relatively small city of a kingdom that has at least two or three larger cities, including the capitol. The town the PCs are in is generally considered a backwater. Nevertheless, there is something there that makes the place important to certain factions within the government. I would decide that there's a ruined monastary somewhere under the city that contains important information: maybe there's a "heretical" religious prophecy that supports one faction, or damages another. The PCs get drawn in when they are hired as dupes to find the monastary. Things snowball from there. For maximum fun, have different PCs begin loyal to people in different factions of the church. [/QUOTE]
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