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Help planting clues to nature of campaign
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<blockquote data-quote="target" data-source="post: 139989" data-attributes="member: 3898"><p>So, first, a bit of brief background.</p><p></p><p>In my campaign, a great wizard had sensed an invading force coming into the multiverse. It's not really important what it was about, but he decided that it posed a great danger, and that something had to be done.</p><p></p><p>So he set up traps throughout time to harvest the best and most powerful people from the history of the land, freezing them in stasis until the time when he was ready to take his army of people from across time off to battle.</p><p></p><p>The PCs are accidentally swept up in his net. When he realizes that they aren't great or powerful, he lets them go, into the world.</p><p></p><p>The expected effect of his actions, though, is that he has in fact taken all the great leaders and forces of good out of history at the moment they reach true power. This means that the scale is unbalanced, and all those supoer powerful liches, evil warlords, and so on, who would have been destroyed by the heroes actually lived.</p><p></p><p>So the world is not a happy place. Eventually, I want the PCs to figure all this out, and take steps to put all those people back into their proper times. In the meantime, I need to plant clues to tell them why all the cities they visit are either totally oppressive (LE or LN), anarchic and dissolute (CE), or simply nonexistant, since people won't be able to build large societies without cooperation. Further, more people than usual would prefer to live alone.</p><p></p><p>So what are some clues I can leave to tell them this is happening? I'm not sure that they'll figure out to wonder why cities seem such awful places without a pointer or two. Also, are there other ramifications of having a history where evil won, pretty much?</p><p></p><p>Thanks,</p><p>target</p></blockquote><p></p>
[QUOTE="target, post: 139989, member: 3898"] So, first, a bit of brief background. In my campaign, a great wizard had sensed an invading force coming into the multiverse. It's not really important what it was about, but he decided that it posed a great danger, and that something had to be done. So he set up traps throughout time to harvest the best and most powerful people from the history of the land, freezing them in stasis until the time when he was ready to take his army of people from across time off to battle. The PCs are accidentally swept up in his net. When he realizes that they aren't great or powerful, he lets them go, into the world. The expected effect of his actions, though, is that he has in fact taken all the great leaders and forces of good out of history at the moment they reach true power. This means that the scale is unbalanced, and all those supoer powerful liches, evil warlords, and so on, who would have been destroyed by the heroes actually lived. So the world is not a happy place. Eventually, I want the PCs to figure all this out, and take steps to put all those people back into their proper times. In the meantime, I need to plant clues to tell them why all the cities they visit are either totally oppressive (LE or LN), anarchic and dissolute (CE), or simply nonexistant, since people won't be able to build large societies without cooperation. Further, more people than usual would prefer to live alone. So what are some clues I can leave to tell them this is happening? I'm not sure that they'll figure out to wonder why cities seem such awful places without a pointer or two. Also, are there other ramifications of having a history where evil won, pretty much? Thanks, target [/QUOTE]
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