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Fantasy-Tragedy campaign, how to go about it?
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<blockquote data-quote="Zansy" data-source="post: 7027414" data-attributes="member: 6788194"><p>I don't know about that, actually, I'm certain that there must be a trick around building a tragedy without scripting every tiny detail or railroading the entire plotline. because tragedies happen on their own, too. surely there must be middle ground - if there's a will, there's a way, as they say.</p><p>I'd like to think that it's not impossible to make a carefully planned tragedy, even if it will be a difficult thing to pull off I want to at least try to deliver the impact. I am keenly aware that the best tragedies reveal themselves to be so at the climax, there is a LOT of build up if I want maximum impact, I am aware of this too. I want to focus my efforts on the "how to", not the "why not."</p><p></p><p></p><p>After giving it some thought, I am leaning more towards an NPC death, (if necessary, assuming someone does die in the end). I do like this chunk of advice, though - a difficult, misinformed decision(s) or dilemma(s) with an aftermath (however indirect) that the players will have to deal with, which could have been avoided if they knew there was another way... this sounds like a good place to start building <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I couldn't agree with you more, as above, I am currently leaning towards an NPC death, but ideally, I want to be able to span this as a small adventure, rather than a long-term campaign, if at all possible. if there is evidently no such option as to make 1 or more compelling characters (and one or more tragic characters-) in a short amount of time, I would then resort to a PC tragedy.</p><p></p><p></p><p> but meta-planning is beautiful *_*</p><p></p><p>naw but seriously, I think for some reason you guys are getting the impression that I want to meticulously plan every step of the adventure in minute detail to assure that I railroad my players to tell the story I want, that is not going to be the case if I can help it. I do agree with you on those points on paper, if and when the tragedy happens among PCs, the death element should be a voluntary one, which the players will build on that possibility from character creation. I never said my campaign had to be scripted, All I said was that I wanted to build around the desired event, it does not strictly mean that there must be railroading for that to happen, even though it is significantly harder when it isn't.</p><p></p><p>Now you mentioned letting it feel natural and organic, Could you provide an example of how that would play out, so that I may have a reference point? (As I said, I'm focusing on the "how to", not the "why not.")</p></blockquote><p></p>
[QUOTE="Zansy, post: 7027414, member: 6788194"] I don't know about that, actually, I'm certain that there must be a trick around building a tragedy without scripting every tiny detail or railroading the entire plotline. because tragedies happen on their own, too. surely there must be middle ground - if there's a will, there's a way, as they say. I'd like to think that it's not impossible to make a carefully planned tragedy, even if it will be a difficult thing to pull off I want to at least try to deliver the impact. I am keenly aware that the best tragedies reveal themselves to be so at the climax, there is a LOT of build up if I want maximum impact, I am aware of this too. I want to focus my efforts on the "how to", not the "why not." After giving it some thought, I am leaning more towards an NPC death, (if necessary, assuming someone does die in the end). I do like this chunk of advice, though - a difficult, misinformed decision(s) or dilemma(s) with an aftermath (however indirect) that the players will have to deal with, which could have been avoided if they knew there was another way... this sounds like a good place to start building :) I couldn't agree with you more, as above, I am currently leaning towards an NPC death, but ideally, I want to be able to span this as a small adventure, rather than a long-term campaign, if at all possible. if there is evidently no such option as to make 1 or more compelling characters (and one or more tragic characters-) in a short amount of time, I would then resort to a PC tragedy. but meta-planning is beautiful *_* naw but seriously, I think for some reason you guys are getting the impression that I want to meticulously plan every step of the adventure in minute detail to assure that I railroad my players to tell the story I want, that is not going to be the case if I can help it. I do agree with you on those points on paper, if and when the tragedy happens among PCs, the death element should be a voluntary one, which the players will build on that possibility from character creation. I never said my campaign had to be scripted, All I said was that I wanted to build around the desired event, it does not strictly mean that there must be railroading for that to happen, even though it is significantly harder when it isn't. Now you mentioned letting it feel natural and organic, Could you provide an example of how that would play out, so that I may have a reference point? (As I said, I'm focusing on the "how to", not the "why not.") [/QUOTE]
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