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Goals of PC's caught in a siege?
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<blockquote data-quote="Phaezen" data-source="post: 5170257" data-attributes="member: 42839"><p>It might help to think of the siege as a dynamic dungeon. Each encounter within the siege environment can equate to a room or a grouping of rooms within the dungeon.</p><p></p><p>Take a map of the town and identify encounter areas within and outside the walls of the besieged town, as well as routes between the areas, with travel times.</p><p></p><p>Stealing a bit from Ari, the party can be given objectives, both defensive and offensive, set up as minor and major quests within the siege. Each area should have at least one minor quest. Major quests can be split between the encounters, to add a sense of urgency as the party will have to move between encounter areas to complete vital missions. Also build in time constraints to some of the quests or the give the party choices of 2 or more quests with the rider they only have time to successfully complete a small number. Allow for degrees of success and failure in the quests</p><p></p><p>Make the character make decisions at key points in completing each quest, if they have made a minor success in one area, have a message come through about a new danger in another. Consider letting players know about overall progress in the defence of the town, or give the the option to return to a command centre to find out.</p><p></p><p>Each successful or failed quest should change adjacent areas within the town, opening up travel routes if an assault is successfully repelled, or closing them if not, reinforcing defenders in key areas, or depleting resources.</p><p></p><p>More to follow...</p></blockquote><p></p>
[QUOTE="Phaezen, post: 5170257, member: 42839"] It might help to think of the siege as a dynamic dungeon. Each encounter within the siege environment can equate to a room or a grouping of rooms within the dungeon. Take a map of the town and identify encounter areas within and outside the walls of the besieged town, as well as routes between the areas, with travel times. Stealing a bit from Ari, the party can be given objectives, both defensive and offensive, set up as minor and major quests within the siege. Each area should have at least one minor quest. Major quests can be split between the encounters, to add a sense of urgency as the party will have to move between encounter areas to complete vital missions. Also build in time constraints to some of the quests or the give the party choices of 2 or more quests with the rider they only have time to successfully complete a small number. Allow for degrees of success and failure in the quests Make the character make decisions at key points in completing each quest, if they have made a minor success in one area, have a message come through about a new danger in another. Consider letting players know about overall progress in the defence of the town, or give the the option to return to a command centre to find out. Each successful or failed quest should change adjacent areas within the town, opening up travel routes if an assault is successfully repelled, or closing them if not, reinforcing defenders in key areas, or depleting resources. More to follow... [/QUOTE]
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