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Destroying the world without depressing my players?
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<blockquote data-quote="Sialia" data-source="post: 709102" data-attributes="member: 1025"><p>I kind of like the idea of a world where there isn't any Big Easy Magical Fix or even single "lynchpin" that can be dealt with to repair all that is lost and broken.</p><p></p><p>A world is a big, complicated place, and PCs are so wee in the Great Scheme of things.</p><p></p><p>Feeling that the world is moving on its own agenda can really help the PCs to get a sense of their place in it. As long as it is clear that fixing the Big Bad is not their expectation.</p><p></p><p>A couple of "ordinary" missions that wouldn't usually be all that difficult, but which become immensely more complicated because of the Fall, could be very interesting, and encouraging because of their "do-ability."</p><p></p><p>Like "go get supplies for your trip." In a war torn world, getting ahold of --and keeping-- a decent pair of boots and a warm cloak and some rations can become much, much harder. A healing potion? fugeddaboutit. </p><p></p><p>If these little things are precious, many other things stop getting taken for granted.</p><p></p><p>Ever seen a PC choose a loaf of bread over a bag of jewels? </p><p>Or take on a band of soldiers--not for glory or XP, but merely because they have warm socks and you don't? Or you do, and they don't?</p><p>Ever used a bag of gold coins as a blunt weapon, because nothing else was at hand, and you just had to defend yourself?</p><p></p><p>I once played in game where the power of a shaman who could cast "cure light wounds" was considered one of the most powerful mystical things we'd ever encountered. Not that there wasn't other magic around--just no other healing magic. We'd been hurting for a lng time, the hard way.</p><p></p><p>We were very, very grateful for the smeared mud and chanting.</p><p>The plot hook we swallowed to pay for it, was a price we couldn't even consider refusing.</p></blockquote><p></p>
[QUOTE="Sialia, post: 709102, member: 1025"] I kind of like the idea of a world where there isn't any Big Easy Magical Fix or even single "lynchpin" that can be dealt with to repair all that is lost and broken. A world is a big, complicated place, and PCs are so wee in the Great Scheme of things. Feeling that the world is moving on its own agenda can really help the PCs to get a sense of their place in it. As long as it is clear that fixing the Big Bad is not their expectation. A couple of "ordinary" missions that wouldn't usually be all that difficult, but which become immensely more complicated because of the Fall, could be very interesting, and encouraging because of their "do-ability." Like "go get supplies for your trip." In a war torn world, getting ahold of --and keeping-- a decent pair of boots and a warm cloak and some rations can become much, much harder. A healing potion? fugeddaboutit. If these little things are precious, many other things stop getting taken for granted. Ever seen a PC choose a loaf of bread over a bag of jewels? Or take on a band of soldiers--not for glory or XP, but merely because they have warm socks and you don't? Or you do, and they don't? Ever used a bag of gold coins as a blunt weapon, because nothing else was at hand, and you just had to defend yourself? I once played in game where the power of a shaman who could cast "cure light wounds" was considered one of the most powerful mystical things we'd ever encountered. Not that there wasn't other magic around--just no other healing magic. We'd been hurting for a lng time, the hard way. We were very, very grateful for the smeared mud and chanting. The plot hook we swallowed to pay for it, was a price we couldn't even consider refusing. [/QUOTE]
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