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[Eberron] The Khorvaire Code: a campaign idea
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<blockquote data-quote="kigmatzomat" data-source="post: 3339827" data-attributes="member: 9254"><p>My current campaign, started in 2001, was based on a similar concept. In mine, the Gods of Krynn were interlopers who imprisoned the local divinities. Some of them escaped as the High God Chaos. </p><p></p><p>The ability to use 99.9% of the setting as canon but to invert very key aspects of the world is excellent from a GM standpoint. NPCs act according to canon, PCs use "weird" logic with otherwise incoherent priorities. New PCs are introduced with a familiarity of the world in general but get the fun shock of learning key un-truths. </p><p></p><p>Plots almost write themselves. Players have to decide whether they should release the secret, both from the standpoint of surviving those who would keep it a secret and as to whether it would be beneficial if the truth were known. </p><p></p><p>Mine went with secret indoctrinations, trying to get enough people out there who knew the truth below the radar that the secret wouldn't die with the players in a worst-case secenario. They managed to go public on a global scale only by positioning their "spiritualism" as the only defense against a massive threat. Now that the threat is defeated, the conflict between the existing societal structure and this new political power is boiling to the surface. </p><p></p><p>All in all, it has gone so far beyond my original intentions that I can't help but recommend it. </p><p></p><p>The biggest caveat, though, is that your players will start seeing consequences or interactions that you did not. I suggest most emphatically that you maintain a poker face and take copious notes of their better ideas. It will take the game into their apparent area of interest, reinforce their immersion, and help widen the scope of your game farther than you would have on your own. If you hold too tightly onto your notion of world events, the game will quickly become a rail-road and the game will suffer.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 3339827, member: 9254"] My current campaign, started in 2001, was based on a similar concept. In mine, the Gods of Krynn were interlopers who imprisoned the local divinities. Some of them escaped as the High God Chaos. The ability to use 99.9% of the setting as canon but to invert very key aspects of the world is excellent from a GM standpoint. NPCs act according to canon, PCs use "weird" logic with otherwise incoherent priorities. New PCs are introduced with a familiarity of the world in general but get the fun shock of learning key un-truths. Plots almost write themselves. Players have to decide whether they should release the secret, both from the standpoint of surviving those who would keep it a secret and as to whether it would be beneficial if the truth were known. Mine went with secret indoctrinations, trying to get enough people out there who knew the truth below the radar that the secret wouldn't die with the players in a worst-case secenario. They managed to go public on a global scale only by positioning their "spiritualism" as the only defense against a massive threat. Now that the threat is defeated, the conflict between the existing societal structure and this new political power is boiling to the surface. All in all, it has gone so far beyond my original intentions that I can't help but recommend it. The biggest caveat, though, is that your players will start seeing consequences or interactions that you did not. I suggest most emphatically that you maintain a poker face and take copious notes of their better ideas. It will take the game into their apparent area of interest, reinforce their immersion, and help widen the scope of your game farther than you would have on your own. If you hold too tightly onto your notion of world events, the game will quickly become a rail-road and the game will suffer. [/QUOTE]
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[Eberron] The Khorvaire Code: a campaign idea
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