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Greyhawk Theatrics, Comments and Quips in Play: Snippets, Funny Lines and Outbursts from the Lake Geneva Gamers
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7840291" data-attributes="member: 6873517"><p>Certainly, though I don't know that that's exactly the kind of tension that's needed all the time, particularly because it can push "save the world" storylines. A "cold peace" can be good, and leaves lots of room for motion without it moving into grimdark territory. I guess it was the tenor of the times with games like <em>Vampire</em> coming out.</p><p></p><p>When we played our long-running Greyhawk game (as adults, so this was late '90s to about '07) the DM rolled back some of those changes, but our characters ended up helping some happen due to our own actions. For instance, we raided the Horned Society and killed some of the Hierarchs, leaving them weakened and ripe for the plucking by Iuz. The Horned Society had, however, planned on sacrificing the love of one of the PCs, the cousin of another, and done a lot to draw our aggro, so we were out for blood. One PC was a priest of Tritherion so he wasn't too picky about who he vanquished as long as it was someone suitably evil and deserving of vengeance.</p><p></p><p>We played the game in what I like to think was similar to the old Lake Geneva style (but could be wrong---you'd know). Each player had a number of PCs but usually only one was "on screen" at a time, with the party being beefed up by hirelings or henchmen as needed. The henchmen were often really fun to play, concepts that might not make for a satisfying long term PC but be fun to explore for a while. This let other PCs do things like spell research or not participate in storylines that the players were interested in but which didn't fit the PCs. For instance, my fighter/wizard who was vying for a position on some future Circle of Eight and in the Greyhawk Guild of Wizards was totally <em>not</em> interested in knocking over the Horned Society.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7840291, member: 6873517"] Certainly, though I don't know that that's exactly the kind of tension that's needed all the time, particularly because it can push "save the world" storylines. A "cold peace" can be good, and leaves lots of room for motion without it moving into grimdark territory. I guess it was the tenor of the times with games like [I]Vampire[/I] coming out. When we played our long-running Greyhawk game (as adults, so this was late '90s to about '07) the DM rolled back some of those changes, but our characters ended up helping some happen due to our own actions. For instance, we raided the Horned Society and killed some of the Hierarchs, leaving them weakened and ripe for the plucking by Iuz. The Horned Society had, however, planned on sacrificing the love of one of the PCs, the cousin of another, and done a lot to draw our aggro, so we were out for blood. One PC was a priest of Tritherion so he wasn't too picky about who he vanquished as long as it was someone suitably evil and deserving of vengeance. We played the game in what I like to think was similar to the old Lake Geneva style (but could be wrong---you'd know). Each player had a number of PCs but usually only one was "on screen" at a time, with the party being beefed up by hirelings or henchmen as needed. The henchmen were often really fun to play, concepts that might not make for a satisfying long term PC but be fun to explore for a while. This let other PCs do things like spell research or not participate in storylines that the players were interested in but which didn't fit the PCs. For instance, my fighter/wizard who was vying for a position on some future Circle of Eight and in the Greyhawk Guild of Wizards was totally [I]not[/I] interested in knocking over the Horned Society. [/QUOTE]
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