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I need help with my d&d storyline
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<blockquote data-quote="ninjayeti" data-source="post: 8699267" data-attributes="member: 6789120"><p>That is definitely a cool opening!</p><p></p><p>My first though is to make the old woman a former god. Maybe she was kicked out by the other gods and stripped of most of her power, but she still knows where these artifacts are that are the sources of the god's power, and can be used to destroy them. (Maybe she was the goddess of prophecy or something, and she has had visions that the PCs are the ones who can possibly collect all of the artifacts). </p><p></p><p>I think I would lean more toward making the old woman a neutral figure. Over the course of the campaign, the PCs see that the gods are a source of harm as well as good for mortals. In the end they get to choose to help the old woman kill the gods or defeat her to preserve the status quo. Having the group patron be the ultimate bad guy is a trope that works well in fiction, but in RPGs it can leave the players feeling like their actions did not matter (i.e., they could have thwarted the old woman's plan just by staying home and not collecting the artifacts for her). With this approach they get to make a choice that has vast consequences for the future of the game world.</p></blockquote><p></p>
[QUOTE="ninjayeti, post: 8699267, member: 6789120"] That is definitely a cool opening! My first though is to make the old woman a former god. Maybe she was kicked out by the other gods and stripped of most of her power, but she still knows where these artifacts are that are the sources of the god's power, and can be used to destroy them. (Maybe she was the goddess of prophecy or something, and she has had visions that the PCs are the ones who can possibly collect all of the artifacts). I think I would lean more toward making the old woman a neutral figure. Over the course of the campaign, the PCs see that the gods are a source of harm as well as good for mortals. In the end they get to choose to help the old woman kill the gods or defeat her to preserve the status quo. Having the group patron be the ultimate bad guy is a trope that works well in fiction, but in RPGs it can leave the players feeling like their actions did not matter (i.e., they could have thwarted the old woman's plan just by staying home and not collecting the artifacts for her). With this approach they get to make a choice that has vast consequences for the future of the game world. [/QUOTE]
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