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<blockquote data-quote="Marius Delphus" data-source="post: 454695" data-attributes="member: 447"><p>Check out Ravenloft for some mood-setting advice. Check out the Powers Checks rules for possible consequences of using shady techniques or Evil magic while there's a Demon Prince running loose. Other advice comes from my vague memories of Mayfair's long-OOP "Apocalypse" boxed set:</p><p></p><p><em>Unfriendly NPCs:</em> Friendly locals should disappear from the game. All towns are full of people who are indifferent or unfriendly at best; xenophobic and hateful at worst. The characters should never feel completely welcome, wherever they are. If the bard tries to entertain a crowd, he should receive stares instead of applause. If the rogue tries to start up a conversation with the innkeper, she should get a curt, short one. If the PCs are thought to be the cause of even a little bit of trouble, they should get only hostile reactions from NPCs.</p><p></p><p><em>Contrast:</em> The bleak outdoor environment means progressively less if the PCs have nothing better to compare it to. Let them enjoy the color and warmth of a comfy indoors (even if they are outsiders; see above). People should be playing lively music and drinking flavorsome beverages and serving wonderfully aromatic food (trying to maintain a semblance of normality in an increasingly bleak situation). When the PCs get back out on the road, nothing but grey in every direction. Even sound should be altered, perhaps muted as though on a cold, snowy day here on Earth.</p><p></p><p><em>Disaster:</em> As time goes on, the environment is going to lead to an untold number of commoner deaths. With the food supply in danger and travel treacherous, trade will wither, people will suffer, and desperation will spread like wildfire. Violence is likely among some segments of the population, especially where people are crowded and poor. Large cities and lords' castles may be flooded with refugees seeking shelter and handouts, depending on how far one can travel safely. The resultant overcrowding will make sanitation next to impossible and disease common. As the disaster progresses, starvation will only worsen. You'll have to decide how fast the population decreases in relation to the food supply. Funeral pyres should be a common sight.</p><p></p><p><em>Apocalypse Cults:</em> A few of these ought to spring up right away. A coming apocalypse will be a fairly logical conclusion for most, given the evidence. Some will try to atone for past sins before the "end" comes. Others will prey on the miserable and weak. Some of the most powerful predators might be a few of the Demon Prince's fiendish allies; in such a case, the PCs should be made to understand that their mistakes have led to a "thinning of the barriers" between the Prime Material and the Lower Planes. These fiends may or may not have come to help the Demon Prince (maybe some of them think their current "positions" are at risk if the Prince returns to the Lower Planes), and they might even be leading an apocalypse cult or two from behind the scenes.</p><p></p><p><em>Helpful Agencies:</em> Good priesthoods should be stretched to their limits offering relief, healing, and curing. Some municipalities or organizations will send envoys to the rich begging for whatever help can be offered; however, the value of precious metals and gems will drop precipitously as food and usable trade goods become more important. In many Good communities, the majority will cooperate in the best interests of the group, distributing resources and labor to best effect.</p><p></p><p><em>Harmful Agencies:</em> Evil priesthoods may wish to accelerate the decline of civilization, depending on their agenda. Some may try to increase strife and suffering; others will see an opportunity to "come out of the shadows" and enforce their will on the weak. Powerful but paranoid individuals will blast anyone coming to them for aid, and anyone may see a chance to strike out at past adversaries. In many Evil communities, anarchy and violence, or despotism and crushing martial law, will be the order of the day.</p><p></p><p><em>Details:</em> Don't leave out the sensory information all of us constantly receive. The characters almost constantly notice movement at the bases of building walls (rats, mice, other vermin). Populated areas stink of human misery (specifics left to the imagination). The PCs should encounter a hamlet or two that is completely deserted, with only fresh graves available to tell them anything. Sounds echo differently, as above. Everything has a faint, though unspecific, veneer of decay about it: for example, the straw in the stables rots in mere hours, wooden floors are bowed or springy and unsafe-looking, chairs creak under the weight of even the halfling, tables wobble maddeningly, doors don't fit their frames, people all seem to have skin problems, and anything else you can think of. The ordinary should seem odd. The solid should seem broken.</p><p></p><p><em>Guilt and Hope:</em> Even if no one else knows it, the PCs should feel that this is all their fault. They should understand fully that their mistakes led to this situation. At the same time, playing in a campaign where there's no hope is not a lot of fun, so make sure to keep dangling the carrot out in front of them: there *is* still a way to keep the worst from happening... there *is* still a way to win. The PCs should realize that while they can never completely undo what they've done, things can get a lot worse... and *will*, if they merely succumb to despair like everyone around them.</p><p></p><p>A campaign world "on the edge" can be a fun place to adventure. Assuming the characters end up victorious, this could be one they'll reminisce about for years. Best of Luck!</p></blockquote><p></p>
[QUOTE="Marius Delphus, post: 454695, member: 447"] Check out Ravenloft for some mood-setting advice. Check out the Powers Checks rules for possible consequences of using shady techniques or Evil magic while there's a Demon Prince running loose. Other advice comes from my vague memories of Mayfair's long-OOP "Apocalypse" boxed set: [I]Unfriendly NPCs:[/I] Friendly locals should disappear from the game. All towns are full of people who are indifferent or unfriendly at best; xenophobic and hateful at worst. The characters should never feel completely welcome, wherever they are. If the bard tries to entertain a crowd, he should receive stares instead of applause. If the rogue tries to start up a conversation with the innkeper, she should get a curt, short one. If the PCs are thought to be the cause of even a little bit of trouble, they should get only hostile reactions from NPCs. [I]Contrast:[/I] The bleak outdoor environment means progressively less if the PCs have nothing better to compare it to. Let them enjoy the color and warmth of a comfy indoors (even if they are outsiders; see above). People should be playing lively music and drinking flavorsome beverages and serving wonderfully aromatic food (trying to maintain a semblance of normality in an increasingly bleak situation). When the PCs get back out on the road, nothing but grey in every direction. Even sound should be altered, perhaps muted as though on a cold, snowy day here on Earth. [I]Disaster:[/I] As time goes on, the environment is going to lead to an untold number of commoner deaths. With the food supply in danger and travel treacherous, trade will wither, people will suffer, and desperation will spread like wildfire. Violence is likely among some segments of the population, especially where people are crowded and poor. Large cities and lords' castles may be flooded with refugees seeking shelter and handouts, depending on how far one can travel safely. The resultant overcrowding will make sanitation next to impossible and disease common. As the disaster progresses, starvation will only worsen. You'll have to decide how fast the population decreases in relation to the food supply. Funeral pyres should be a common sight. [I]Apocalypse Cults:[/I] A few of these ought to spring up right away. A coming apocalypse will be a fairly logical conclusion for most, given the evidence. Some will try to atone for past sins before the "end" comes. Others will prey on the miserable and weak. Some of the most powerful predators might be a few of the Demon Prince's fiendish allies; in such a case, the PCs should be made to understand that their mistakes have led to a "thinning of the barriers" between the Prime Material and the Lower Planes. These fiends may or may not have come to help the Demon Prince (maybe some of them think their current "positions" are at risk if the Prince returns to the Lower Planes), and they might even be leading an apocalypse cult or two from behind the scenes. [I]Helpful Agencies:[/I] Good priesthoods should be stretched to their limits offering relief, healing, and curing. Some municipalities or organizations will send envoys to the rich begging for whatever help can be offered; however, the value of precious metals and gems will drop precipitously as food and usable trade goods become more important. In many Good communities, the majority will cooperate in the best interests of the group, distributing resources and labor to best effect. [I]Harmful Agencies:[/I] Evil priesthoods may wish to accelerate the decline of civilization, depending on their agenda. Some may try to increase strife and suffering; others will see an opportunity to "come out of the shadows" and enforce their will on the weak. Powerful but paranoid individuals will blast anyone coming to them for aid, and anyone may see a chance to strike out at past adversaries. In many Evil communities, anarchy and violence, or despotism and crushing martial law, will be the order of the day. [I]Details:[/I] Don't leave out the sensory information all of us constantly receive. The characters almost constantly notice movement at the bases of building walls (rats, mice, other vermin). Populated areas stink of human misery (specifics left to the imagination). The PCs should encounter a hamlet or two that is completely deserted, with only fresh graves available to tell them anything. Sounds echo differently, as above. Everything has a faint, though unspecific, veneer of decay about it: for example, the straw in the stables rots in mere hours, wooden floors are bowed or springy and unsafe-looking, chairs creak under the weight of even the halfling, tables wobble maddeningly, doors don't fit their frames, people all seem to have skin problems, and anything else you can think of. The ordinary should seem odd. The solid should seem broken. [I]Guilt and Hope:[/I] Even if no one else knows it, the PCs should feel that this is all their fault. They should understand fully that their mistakes led to this situation. At the same time, playing in a campaign where there's no hope is not a lot of fun, so make sure to keep dangling the carrot out in front of them: there *is* still a way to keep the worst from happening... there *is* still a way to win. The PCs should realize that while they can never completely undo what they've done, things can get a lot worse... and *will*, if they merely succumb to despair like everyone around them. A campaign world "on the edge" can be a fun place to adventure. Assuming the characters end up victorious, this could be one they'll reminisce about for years. Best of Luck! [/QUOTE]
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