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give me your over-arching plots NOW!!! please :)
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<blockquote data-quote="Firedancer" data-source="post: 3421606" data-attributes="member: 49630"><p>Let's see....some very traditional stuff</p><p></p><p>1) King, tired of the rise in Ducal power sets about reclaiming some of his royal power. He undermines Dukes using several avenues, the PCs starting as mere hirelings for one of these plots. PCs can chop and change allegiance's and decide on their own moral position. Subplots: a) a hedonistic (and heretical) cult spreads avarice, drawing in nobles and those of power. The cult takes on a life of its own, beyond the kings ability to govern. b) the barbarians on the border receive supplies and leadership (the border forces are paid for by the king, so he can raise more troops). c) sea borne raiders return (from pacified lands) and harass the coastal regions. The coastal Duke seems ineffective and the king plans to step in, claiming the fleet for the crown to command. Various other machinations.</p><p></p><p>2) The long defeated goblinoid horde returns to the peaceful human lands, smashing through the countries and sending nations of people fleeing. Legends of an Arthur-esque figure return, his legends pointing to salvation, but first the group must survive as refugees. The new faith quells or alters the legend as it continues its subjugation of the old faith, and it is the tales of this old faith that point to the fate of the ancient hero.</p><p></p><p>3) Outsiders have their eyes on the realms of man. Nothing that hasn't happened before; every 1000 years they try again, something to do with the alignment of stuff. Legendary items aided turn the invasion last time around, off they go to recover these lost treasures. However, the empire that fights this incursion does so at whatever the cost, and is evil. Should the incursion be halted, the PCs can treat with other kingdoms.</p><p></p><p>3.5) having successfully stopped the invasion the pc's retire, taking with them the truth of the threat. With them they carry the leftovers of 3 above - an item the outsiders used to secure entry to this world, the bloodline of treason and the responsibility of protecting it, the exiled Dragon Crown Heir. They must protect these, nurture them and return them 1000 years again in the future. Wierd campaign that jumped here and there with a variety of PCs, loss and victory.</p><p></p><p>4) A simple game of protecting the sacred woods from the taint of man.</p><p></p><p>5) A rather villainous npc, a liar, cheat and all round cad seeks power. Always has and always will. But, these clues that start small, suggest maybe, just maybe he's onto something with this book he's found....</p><p></p><p>6) Survival on the streets of a large city, taking steps to get off the streets and into a position of power. Worked best with a small group.</p><p></p><p>7) A colonnial power seeks brave folk to pioneer the way in a new land. Rewards and riches await, power but a sword thrust away! Fixed sites for plundering, some rivalry amongst the pioneers, allies and enemies to be made amongst the indigenious people and then a discovery of a power far worse than anything encountered before.</p><p></p><p>Basically a few recuring themes for the overarching plot, need to have a reason why these things are happening. Needs to adapt to PCs actions. Have room for subplots to develop out of these actions. Avoid railroading and be able to think on the hoof!</p></blockquote><p></p>
[QUOTE="Firedancer, post: 3421606, member: 49630"] Let's see....some very traditional stuff 1) King, tired of the rise in Ducal power sets about reclaiming some of his royal power. He undermines Dukes using several avenues, the PCs starting as mere hirelings for one of these plots. PCs can chop and change allegiance's and decide on their own moral position. Subplots: a) a hedonistic (and heretical) cult spreads avarice, drawing in nobles and those of power. The cult takes on a life of its own, beyond the kings ability to govern. b) the barbarians on the border receive supplies and leadership (the border forces are paid for by the king, so he can raise more troops). c) sea borne raiders return (from pacified lands) and harass the coastal regions. The coastal Duke seems ineffective and the king plans to step in, claiming the fleet for the crown to command. Various other machinations. 2) The long defeated goblinoid horde returns to the peaceful human lands, smashing through the countries and sending nations of people fleeing. Legends of an Arthur-esque figure return, his legends pointing to salvation, but first the group must survive as refugees. The new faith quells or alters the legend as it continues its subjugation of the old faith, and it is the tales of this old faith that point to the fate of the ancient hero. 3) Outsiders have their eyes on the realms of man. Nothing that hasn't happened before; every 1000 years they try again, something to do with the alignment of stuff. Legendary items aided turn the invasion last time around, off they go to recover these lost treasures. However, the empire that fights this incursion does so at whatever the cost, and is evil. Should the incursion be halted, the PCs can treat with other kingdoms. 3.5) having successfully stopped the invasion the pc's retire, taking with them the truth of the threat. With them they carry the leftovers of 3 above - an item the outsiders used to secure entry to this world, the bloodline of treason and the responsibility of protecting it, the exiled Dragon Crown Heir. They must protect these, nurture them and return them 1000 years again in the future. Wierd campaign that jumped here and there with a variety of PCs, loss and victory. 4) A simple game of protecting the sacred woods from the taint of man. 5) A rather villainous npc, a liar, cheat and all round cad seeks power. Always has and always will. But, these clues that start small, suggest maybe, just maybe he's onto something with this book he's found.... 6) Survival on the streets of a large city, taking steps to get off the streets and into a position of power. Worked best with a small group. 7) A colonnial power seeks brave folk to pioneer the way in a new land. Rewards and riches await, power but a sword thrust away! Fixed sites for plundering, some rivalry amongst the pioneers, allies and enemies to be made amongst the indigenious people and then a discovery of a power far worse than anything encountered before. Basically a few recuring themes for the overarching plot, need to have a reason why these things are happening. Needs to adapt to PCs actions. Have room for subplots to develop out of these actions. Avoid railroading and be able to think on the hoof! [/QUOTE]
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give me your over-arching plots NOW!!! please :)
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