RangerWickett
Legend
My players never go where I expect, so I'm going to present the options and background for tonight's game, and I'd like you to tell me what you'd do if you were the PCs.
It's a modern fantasy game. There's a parallel reality - Gaia - which is home to magic, but that world has been drifting away, and our world is in danger because the separation will destroy it. The PCs need to fix that, and they think it has something to do with the Holy Grail and Avalon, but they're not sure. The main villains orchestrated this whole thing, and of everyone in the world only the PCs and three of the villain's henchmen can currently travel between our world - Terra - and the fey world - Gaia. Everybody else is stuck where they are.
The PCs have the following enemies:
1. The main villain, the mastermind. He has yet to meet the PCs, but he knows about them. His ultimate goal (which the PCs are not aware of) is to reveal the existence of magic to everyone. He's tired of the Bureau (a pseudo-goodguy organization who operate like the Men in Black) hiding magic from normal people, since he feels it weakens the world. He wants everyone to live in a world of magic, a world of morals, of right and wrong, of heroes and villains.
He arranged some powerful magic so that Terra and Gaia would drift apart, which would let him use his monopoly on planeshifting to arrange things as he wants, since the Bureau would be crippled. He did not foresee that what he did might destroy the world.
2. The British Mages, a group of mages allied with the main villain.
3. A group of ghost trackers who have proven impossible to stop permanently. The party usually escapes by planeshifting to Gaia, where the ghosts can't follow. The ghosts work for the British Mages, but last session the PCs offed the ghosts' "handler," in the hopes that it would get the ghosts off their back.
4. The U.S. Government.
5. Various criminal organizations in New Orleans.
What possible goals might they have?
A. The mastermind saw that they were possibly getting close to interfering with his plans, so he sought to muck with their divinations by having his teleporting/planeshifting henchmen steal nukes from Russia and China, ostensibly to start a war. This is just a red herring, and the party has a feeling something's not quite right, but they're likely to look into it anyway.
B. They know where the Holy Grail is. They know where Avalon is. They know that they need the Holy Grail to enter Avalon, but they seem to be uncertain what to do then.
C. They owe a favor to a friend. They're supposed to go to Gaia on Japan (which is crazy-spooky) and defeat some monster. They don't realize it yet, but Japan is too dangerous, and will drive them insane. They need to find some sort of way to ward off the insanity.
D. The mastermind's real plan? He's planning to open a large portal in Paris, to let an army of unseelie fey pass onto Terra. He figures he needs a large, horrifying shock to make people realize that magic is real, and since he's British he doesn't much mind destroying France in the process. The PCs have a lot of clues that he's planning this, but the villain's done a good job of covering his tracks, so they don't see how it fits together yet.
E. They kinda want to kill a crime boss in New Orleans, but he's low on the totem pole.
F. They have allies in Canada who might give them safety.
G. They just saved the world from one disaster, on New Year's Day. It's now Jan 3. They kinda want to celebrate. They're in England now, but they can theoretically fly anywhere to party.
H. They might go buy magic items.
I. They might go meet some former enemies who offered to be allies, who are in New York. This is what I want them to do, but the few hints I dropped didn't seem to take, so I've dropped it, and probably just plan to bring these guys back as enemies, angry at being 'treated poorly' or 'ignored' or something.
J. I do have an adventure planned in case they decide to go to the moon. The players know this, but the PCs don't. Still, they might do it just to see if I'm bluffing.
It's a modern fantasy game. There's a parallel reality - Gaia - which is home to magic, but that world has been drifting away, and our world is in danger because the separation will destroy it. The PCs need to fix that, and they think it has something to do with the Holy Grail and Avalon, but they're not sure. The main villains orchestrated this whole thing, and of everyone in the world only the PCs and three of the villain's henchmen can currently travel between our world - Terra - and the fey world - Gaia. Everybody else is stuck where they are.
The PCs have the following enemies:
1. The main villain, the mastermind. He has yet to meet the PCs, but he knows about them. His ultimate goal (which the PCs are not aware of) is to reveal the existence of magic to everyone. He's tired of the Bureau (a pseudo-goodguy organization who operate like the Men in Black) hiding magic from normal people, since he feels it weakens the world. He wants everyone to live in a world of magic, a world of morals, of right and wrong, of heroes and villains.
He arranged some powerful magic so that Terra and Gaia would drift apart, which would let him use his monopoly on planeshifting to arrange things as he wants, since the Bureau would be crippled. He did not foresee that what he did might destroy the world.
2. The British Mages, a group of mages allied with the main villain.
3. A group of ghost trackers who have proven impossible to stop permanently. The party usually escapes by planeshifting to Gaia, where the ghosts can't follow. The ghosts work for the British Mages, but last session the PCs offed the ghosts' "handler," in the hopes that it would get the ghosts off their back.
4. The U.S. Government.
5. Various criminal organizations in New Orleans.
What possible goals might they have?
A. The mastermind saw that they were possibly getting close to interfering with his plans, so he sought to muck with their divinations by having his teleporting/planeshifting henchmen steal nukes from Russia and China, ostensibly to start a war. This is just a red herring, and the party has a feeling something's not quite right, but they're likely to look into it anyway.
B. They know where the Holy Grail is. They know where Avalon is. They know that they need the Holy Grail to enter Avalon, but they seem to be uncertain what to do then.
C. They owe a favor to a friend. They're supposed to go to Gaia on Japan (which is crazy-spooky) and defeat some monster. They don't realize it yet, but Japan is too dangerous, and will drive them insane. They need to find some sort of way to ward off the insanity.
D. The mastermind's real plan? He's planning to open a large portal in Paris, to let an army of unseelie fey pass onto Terra. He figures he needs a large, horrifying shock to make people realize that magic is real, and since he's British he doesn't much mind destroying France in the process. The PCs have a lot of clues that he's planning this, but the villain's done a good job of covering his tracks, so they don't see how it fits together yet.
E. They kinda want to kill a crime boss in New Orleans, but he's low on the totem pole.
F. They have allies in Canada who might give them safety.
G. They just saved the world from one disaster, on New Year's Day. It's now Jan 3. They kinda want to celebrate. They're in England now, but they can theoretically fly anywhere to party.
H. They might go buy magic items.
I. They might go meet some former enemies who offered to be allies, who are in New York. This is what I want them to do, but the few hints I dropped didn't seem to take, so I've dropped it, and probably just plan to bring these guys back as enemies, angry at being 'treated poorly' or 'ignored' or something.
J. I do have an adventure planned in case they decide to go to the moon. The players know this, but the PCs don't. Still, they might do it just to see if I'm bluffing.