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<blockquote data-quote="Imaculata" data-source="post: 7739201" data-attributes="member: 6801286"><p>One of the great things about D&D, is this unpredictability of the dice and the actions of the players. In a recent session of my pirate campaign I had my players take on a large fleet of pirate ships, lead by a creepy cult. The leader of the cult had a massive greatship, way more powerful than the ship of the players. So obviously they'll take out the other ships, but the leader gets away... right? ...RIGHT? </p><p></p><p>Nope!</p><p></p><p>The players focused on the leader first, coordinating their own fleet to destroy the Greatship. Some of the other important cult members got away. One of those break-away cult ships they didn't actually see sink, so it seems reasonable that the captain got away. Another they did see sink, but the captain was a master illusionist, so the players themselves said: That guy is definitely still alive, and we love it, because an illusionist would totally pretend his ship sank. But the cult's flagship is dead in the water, and the next session(s) will have the players exploring the greatship, with a big battle with the cult leader at the end. So as a DM I have to assume they kill him, and plan ahead.</p><p></p><p>This is a very interesting turn of events for me as a DM. Because if the players kill the cult leader, then how will the rest of the evil cult continue? They are pretty much one of the main threats in my campaign, but without a leader, will one of the other members take over? Will this change the cult's focus and strategy, and will that new leader be accepted by all members? The idea that one of the cult members may reject the new leadership, break away, and perhaps ally with the players, is really interesting narratively. And so a whole new chain of interesting plot ideas can flow from this unexpected decission by the players.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7739201, member: 6801286"] One of the great things about D&D, is this unpredictability of the dice and the actions of the players. In a recent session of my pirate campaign I had my players take on a large fleet of pirate ships, lead by a creepy cult. The leader of the cult had a massive greatship, way more powerful than the ship of the players. So obviously they'll take out the other ships, but the leader gets away... right? ...RIGHT? Nope! The players focused on the leader first, coordinating their own fleet to destroy the Greatship. Some of the other important cult members got away. One of those break-away cult ships they didn't actually see sink, so it seems reasonable that the captain got away. Another they did see sink, but the captain was a master illusionist, so the players themselves said: That guy is definitely still alive, and we love it, because an illusionist would totally pretend his ship sank. But the cult's flagship is dead in the water, and the next session(s) will have the players exploring the greatship, with a big battle with the cult leader at the end. So as a DM I have to assume they kill him, and plan ahead. This is a very interesting turn of events for me as a DM. Because if the players kill the cult leader, then how will the rest of the evil cult continue? They are pretty much one of the main threats in my campaign, but without a leader, will one of the other members take over? Will this change the cult's focus and strategy, and will that new leader be accepted by all members? The idea that one of the cult members may reject the new leadership, break away, and perhaps ally with the players, is really interesting narratively. And so a whole new chain of interesting plot ideas can flow from this unexpected decission by the players. [/QUOTE]
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