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[Forgotten Realms] The Wall of the Faithless
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<blockquote data-quote="MG.0" data-source="post: 6780481" data-attributes="member: 6799436"><p>To turn things completely inside out I will refer to <strong><em>I'm a Banana</em></strong>'s earlier (possibly tongue-in cheek) mention of a campaign idea:</p><p></p><p><em>"A Story is taking shape in my mind: you've got a heroic band of misfits from various worlds and dimensions heading through portals to FR (like the portal through Arvandor, or the Gates of the Moon, or whatnot). Their job? To smuggle people off the plane. They create refugees from the corrupt leadership of Toril. Aided, perhaps, by some of the Good gods of the pantheon who agree that self-sacrifice is better than allowing innocents to suffer,. The Evil Gods put up some hissy fit perhaps, and AO likely does his "CUZ I'M THE BOSS THAT'S WHY YOU CAN'T TAKE MY TOYS" thing, maybe even tries to cut off the planes, but with the power of the Athar, they manage to reduce the gods' influence. The Wall is torn down. The people leave. Spelljammers criss-cross the world, over-burdened with people. The climactic battle is this group of saviors, those who gave the people freedom from a corrupt and brutal regime, trying to keep the last portal open for a few moments longer as the Good gods, bathed in the divine remnants of their evil kindred, send their last few noble defenders through, and utter a quiet "I'm sorry," before AO's fury falls upon them for the last time, and the crystal sphere is cut off, once more a cage, a prison for an omnipotent and petty child.</em></p><p><em>The second half of the campaign is dealing with the refugee crisis on the planes."</em></p><p></p><p></p><p>Now here we are obviously talking about a campaign - an entire party, so arguments based on a lone disruptive jerk of a player are null and void. I threw in some ideas, perhaps a subplot that AO is actually an agent of the Far Realm in a grand cosmic conspiracy to destroy the multiverse, but that is neither here nor there.</p><p></p><p>Even in a campaign like this I would allow a player who said he wanted to play a pious cleric of Torm who travelled with the party and harbored deep doubts or outright disagreement with what the party as a whole was trying to do. It could be made to work...probably with some awesome roleplaying opportunities. Now if the player was doing it just to be contrary, then you have a completely unrelated problem...a bad player. Players like that get booted from my games pretty quick, but I've found they are very few and far between once players get used to the idea of working as a team despite their characters' differences. If I just outright prevented the player from even trying the idea, then I would be a bad DM.</p></blockquote><p></p>
[QUOTE="MG.0, post: 6780481, member: 6799436"] To turn things completely inside out I will refer to [B][I]I'm a Banana[/I][/B]'s earlier (possibly tongue-in cheek) mention of a campaign idea: [I]"A Story is taking shape in my mind: you've got a heroic band of misfits from various worlds and dimensions heading through portals to FR (like the portal through Arvandor, or the Gates of the Moon, or whatnot). Their job? To smuggle people off the plane. They create refugees from the corrupt leadership of Toril. Aided, perhaps, by some of the Good gods of the pantheon who agree that self-sacrifice is better than allowing innocents to suffer,. The Evil Gods put up some hissy fit perhaps, and AO likely does his "CUZ I'M THE BOSS THAT'S WHY YOU CAN'T TAKE MY TOYS" thing, maybe even tries to cut off the planes, but with the power of the Athar, they manage to reduce the gods' influence. The Wall is torn down. The people leave. Spelljammers criss-cross the world, over-burdened with people. The climactic battle is this group of saviors, those who gave the people freedom from a corrupt and brutal regime, trying to keep the last portal open for a few moments longer as the Good gods, bathed in the divine remnants of their evil kindred, send their last few noble defenders through, and utter a quiet "I'm sorry," before AO's fury falls upon them for the last time, and the crystal sphere is cut off, once more a cage, a prison for an omnipotent and petty child. The second half of the campaign is dealing with the refugee crisis on the planes."[/I] Now here we are obviously talking about a campaign - an entire party, so arguments based on a lone disruptive jerk of a player are null and void. I threw in some ideas, perhaps a subplot that AO is actually an agent of the Far Realm in a grand cosmic conspiracy to destroy the multiverse, but that is neither here nor there. Even in a campaign like this I would allow a player who said he wanted to play a pious cleric of Torm who travelled with the party and harbored deep doubts or outright disagreement with what the party as a whole was trying to do. It could be made to work...probably with some awesome roleplaying opportunities. Now if the player was doing it just to be contrary, then you have a completely unrelated problem...a bad player. Players like that get booted from my games pretty quick, but I've found they are very few and far between once players get used to the idea of working as a team despite their characters' differences. If I just outright prevented the player from even trying the idea, then I would be a bad DM. [/QUOTE]
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