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Destroying the world without depressing my players?
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<blockquote data-quote="Sialia" data-source="post: 692405" data-attributes="member: 1025"><p>This actually sounds like a fabulous set up for a campaign. I think it coulds be a lot of fun to play in this world, if it's done right.</p><p></p><p>But then, I'm a player who enjoys the adrenalin rush of feeling terrified and overwhelmed, of hanging in there against all odds.</p><p></p><p>I think what makes this sort of thing redeeming for me is (a) the feeling that I'm not personally responsible for the destruction of the world--that's happening anyway. It wasn't as though we set out to save the world and failed, and the GM is punishing us for stupid decisions. (b) As long as it is clear that my mission is merely to survive the fall of the world for starters, that itself is something of an exciting challenge. The opportunity to help others survive or salvage something of the good that is being lost would enhance the experience. </p><p></p><p>Acquiring the ability to do something about the fall should be reserved for higher level characters--it would be doubly sweet to get there. Rebuilding a world--or a portion thereof-- ought to be slow, hard work. A life's work.</p><p></p><p>I'd say, if your characters don't have the idea themselves, rather than a prophecy, have them meet someone with a personal vision--not a mystical vision--but a personal desire/hope to do what's right to be done--someone like Dylan Hunt from Andromeda? </p><p></p><p>To be inspired/mentored by some higher level person who believes there is always hope--that there is worthwhile work to be done-- that would give them a little encouragement at this point, and a few metagame clues about what the GM really wants them to do with the scenario. (you DO have clearly defined goals for them, right?)</p><p></p><p>To see that person tragically fall later, when they are powerful enough to take up the burden, that would give them a responsibility, if they've bought in and are inspired by his/her fall instead of crushed by it.</p><p></p><p>Best wishes.</p><p></p><p>-Sialia</p></blockquote><p></p>
[QUOTE="Sialia, post: 692405, member: 1025"] This actually sounds like a fabulous set up for a campaign. I think it coulds be a lot of fun to play in this world, if it's done right. But then, I'm a player who enjoys the adrenalin rush of feeling terrified and overwhelmed, of hanging in there against all odds. I think what makes this sort of thing redeeming for me is (a) the feeling that I'm not personally responsible for the destruction of the world--that's happening anyway. It wasn't as though we set out to save the world and failed, and the GM is punishing us for stupid decisions. (b) As long as it is clear that my mission is merely to survive the fall of the world for starters, that itself is something of an exciting challenge. The opportunity to help others survive or salvage something of the good that is being lost would enhance the experience. Acquiring the ability to do something about the fall should be reserved for higher level characters--it would be doubly sweet to get there. Rebuilding a world--or a portion thereof-- ought to be slow, hard work. A life's work. I'd say, if your characters don't have the idea themselves, rather than a prophecy, have them meet someone with a personal vision--not a mystical vision--but a personal desire/hope to do what's right to be done--someone like Dylan Hunt from Andromeda? To be inspired/mentored by some higher level person who believes there is always hope--that there is worthwhile work to be done-- that would give them a little encouragement at this point, and a few metagame clues about what the GM really wants them to do with the scenario. (you DO have clearly defined goals for them, right?) To see that person tragically fall later, when they are powerful enough to take up the burden, that would give them a responsibility, if they've bought in and are inspired by his/her fall instead of crushed by it. Best wishes. -Sialia [/QUOTE]
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