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<blockquote data-quote="Crazy Jerome" data-source="post: 5973950" data-attributes="member: 54877"><p>I ran a variant campaign along those lines that got around that problem. The cultists in question had been in the process of completing their ritual for a couple of hundred years, after they had recovered from whipping they took 6 or 7 centuries before that. They were on schedule to "succeed" something in the next few decades, if no one interfered, but other people (i.e. NPCs) were working to help or hinder, and had been from the very beginning. And the key bit was that however far they got was going to be "partial success" or "partial failure," depending upon how you looked at it.</p><p> </p><p>At the start of the game the players or characters knew none of this, other than that the world had experienced massive cataclysms for some reason, once or twice every thousand years. So when they first got an inkling of what was going on, they felt some urgency but not a lot. The deeper in they got, the more urgency they felt--but knew that they could still fail. If there was a TPK, the next party would be even more urgent (since the players would know), but now things are that much worse. The longer it goes, the worse it is going to be, and the bigger hole for the next generations of heroes to dig out of (AKA - their next characters <img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /><img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" />). </p><p> </p><p>The party mostly succeeded by the way, with only about a quarter of the planet devastated. The next campaign was picking up the pieces in that area. It started off that next campaign with a feeling of poignant success--glad they had kept the rest of the world from dealing with what the current spot was experiencing.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5973950, member: 54877"] I ran a variant campaign along those lines that got around that problem. The cultists in question had been in the process of completing their ritual for a couple of hundred years, after they had recovered from whipping they took 6 or 7 centuries before that. They were on schedule to "succeed" something in the next few decades, if no one interfered, but other people (i.e. NPCs) were working to help or hinder, and had been from the very beginning. And the key bit was that however far they got was going to be "partial success" or "partial failure," depending upon how you looked at it. At the start of the game the players or characters knew none of this, other than that the world had experienced massive cataclysms for some reason, once or twice every thousand years. So when they first got an inkling of what was going on, they felt some urgency but not a lot. The deeper in they got, the more urgency they felt--but knew that they could still fail. If there was a TPK, the next party would be even more urgent (since the players would know), but now things are that much worse. The longer it goes, the worse it is going to be, and the bigger hole for the next generations of heroes to dig out of (AKA - their next characters :angel::devil:). The party mostly succeeded by the way, with only about a quarter of the planet devastated. The next campaign was picking up the pieces in that area. It started off that next campaign with a feeling of poignant success--glad they had kept the rest of the world from dealing with what the current spot was experiencing. [/QUOTE]
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