Asmor
First Post
I kind of want to run a campaign where the players are in a city state that gets invaded, and the PCs become the cornerstone of the resistance.
My plan is to start it where the coming war is heavily implied, but it's still in the background and for the first few sessions the PCs just do their thing in city and its surroundings. Then the war starts, the other side overwhelms the city, and occupies it. I'd like for the players to be in the city and help fight in the battle, but ultimately the invaders will win.
In the aftermath, the PCs start a little resistance, and it's up to them to hook up with other pockets of resistance and fight for their home in guerilla style.
So the question is this: do I tell the players about it or not? I'd like the success of savagery of the attack to be a bit shocking, but at the same time I don't want it to feel like a bait-and-switch where the players end up playing a style of game they weren't expecting.
One thing I'm considering is selling the game as something different, but similar enough; tell the players that they're an elite force being trained to go undercover into the enemy's own cities, and to do the same sort of guerilla stuff. The twist here being that instead of using their skills on the offense, they end up having to do it on the defense.
Any thoughts?
My plan is to start it where the coming war is heavily implied, but it's still in the background and for the first few sessions the PCs just do their thing in city and its surroundings. Then the war starts, the other side overwhelms the city, and occupies it. I'd like for the players to be in the city and help fight in the battle, but ultimately the invaders will win.
In the aftermath, the PCs start a little resistance, and it's up to them to hook up with other pockets of resistance and fight for their home in guerilla style.
So the question is this: do I tell the players about it or not? I'd like the success of savagery of the attack to be a bit shocking, but at the same time I don't want it to feel like a bait-and-switch where the players end up playing a style of game they weren't expecting.
One thing I'm considering is selling the game as something different, but similar enough; tell the players that they're an elite force being trained to go undercover into the enemy's own cities, and to do the same sort of guerilla stuff. The twist here being that instead of using their skills on the offense, they end up having to do it on the defense.
Any thoughts?