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General Tabletop Discussion
*Pathfinder & Starfinder
Far Realms inspired campaign. Thoughts and Suggestions appreciated!
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<blockquote data-quote="Kinak" data-source="post: 6176576" data-attributes="member: 6694112"><p>Sounds like you've got a good outline.</p><p></p><p>That said, for many players, being wrongly accused will firmly put them opposing the nation hunting them. You run the risk, with your first plotline, that they'll hate everyone involved and therefore not care about the war. I'd put some thought into what to do if they don't want to help either side.</p><p></p><p>I'd suggest, sort of on the lines of what [MENTION=6674868]RUMBLETiGER[/MENTION] said, that you have a villain that exemplifies each subarc of the story. So the fugutive arc could have an Inspector Javart. The war arc could have an opposing general that's made a deal with the Far Realms, maybe razing holy (and unholy) sites in exchange for "improved" soldiers. And so on. It's important to have an understandable (and eventually killable) face for each problem.</p><p></p><p></p><p></p><p>I'm not sure if you're going for horror or just horror-themed, but there are some important differences. If you don't want to set people on edge, you can use a lot of horror tropes without really engaging the players. That's a lot easier. Actually bringing in elements of horror is a lot harder.</p><p></p><p>I think one thing that's key in horror is that it very rarely comes during combat encounters. There are a lot of horror-themed and Far Realms monsters, but that's not usually where you get your players.</p><p></p><p>For example, you have a village that a Far Realms corrupted army just washed through. The PCs are in it, looking for survivors or clues as to what happened. There are splashes of dried blood and signs of battle, but no corpses. The scent of ash is heavy in the air. Some buildings have been put to the torch, but not the town hall.</p><p></p><p>The party goes into the town hall. They open the door and find the population of the town has been joined and twisted together, their flesh melting into one whole, along with a number of invading soldiers. The cool air from outside sends them stirring, twitching and gibbering.</p><p></p><p>Now, you could have the town have become a gibbering mouther and have a fight with a gibbering mouther. That's fairly freaky.</p><p></p><p>But if the bodies are just woven together into a giant lattice that covers the inside of the building? Their flesh stretched and integrated seamlessly into the walls, creating something like a spider's web? That's not a combat challenge. It leaves the players in roleplaying mode rather than pulling them into combat. They don't have an immediate way to deal with it or distance themselves from it.</p><p></p><p>So they have to make a decision by engaging with the fiction, rather than the rules. Is that thing dangerous? Will it spread? Is there any way to save the people there? Or should we just close the door and walk away?</p><p></p><p>Cheers!</p><p>Kinak</p></blockquote><p></p>
[QUOTE="Kinak, post: 6176576, member: 6694112"] Sounds like you've got a good outline. That said, for many players, being wrongly accused will firmly put them opposing the nation hunting them. You run the risk, with your first plotline, that they'll hate everyone involved and therefore not care about the war. I'd put some thought into what to do if they don't want to help either side. I'd suggest, sort of on the lines of what [MENTION=6674868]RUMBLETiGER[/MENTION] said, that you have a villain that exemplifies each subarc of the story. So the fugutive arc could have an Inspector Javart. The war arc could have an opposing general that's made a deal with the Far Realms, maybe razing holy (and unholy) sites in exchange for "improved" soldiers. And so on. It's important to have an understandable (and eventually killable) face for each problem. I'm not sure if you're going for horror or just horror-themed, but there are some important differences. If you don't want to set people on edge, you can use a lot of horror tropes without really engaging the players. That's a lot easier. Actually bringing in elements of horror is a lot harder. I think one thing that's key in horror is that it very rarely comes during combat encounters. There are a lot of horror-themed and Far Realms monsters, but that's not usually where you get your players. For example, you have a village that a Far Realms corrupted army just washed through. The PCs are in it, looking for survivors or clues as to what happened. There are splashes of dried blood and signs of battle, but no corpses. The scent of ash is heavy in the air. Some buildings have been put to the torch, but not the town hall. The party goes into the town hall. They open the door and find the population of the town has been joined and twisted together, their flesh melting into one whole, along with a number of invading soldiers. The cool air from outside sends them stirring, twitching and gibbering. Now, you could have the town have become a gibbering mouther and have a fight with a gibbering mouther. That's fairly freaky. But if the bodies are just woven together into a giant lattice that covers the inside of the building? Their flesh stretched and integrated seamlessly into the walls, creating something like a spider's web? That's not a combat challenge. It leaves the players in roleplaying mode rather than pulling them into combat. They don't have an immediate way to deal with it or distance themselves from it. So they have to make a decision by engaging with the fiction, rather than the rules. Is that thing dangerous? Will it spread? Is there any way to save the people there? Or should we just close the door and walk away? Cheers! Kinak [/QUOTE]
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