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I'm sick of saving the world. Let's conquer it.
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<blockquote data-quote="Dykstrav" data-source="post: 3291637" data-attributes="member: 40522"><p>I can see a relatively way to deal with this in a good game; the Balkanized continent. No major state has ever become dominant, and every nation is a small city-state with its own language, religion, currency, culture, and noble families. Throw in invaders from across the sea (or another plane, whatever) and the characters must suddenly unite every nation under a single banner. If they fight individually, they'll be conquered one by one. Not even strong allegiances will do as everyone thinks they should be in charge: the army needs a single, strong leader. Even when the homeland is successfully defended, the war cannot truly end until the enemy capital is captured and the nobles in power executed or imprisoned. Think of the Persian invasion of Greece under Xerxes, for example.</p><p></p><p>I'm currently playing in a Forgotten Realms campaign where everyone is evil, and it's largely the same thing as a 'good' game. We still fight monsters (and sometimes innocent villagers), delve dungeons, and receive quests from temple leaders and nobles. Except for the deities the characters worship, it'd be difficult to distinguish it from a heroic game strictly from the play itself.</p><p></p><p>I once ran a villainous game which the players really enjoyed, but this game involved blatant acts of EVIL. Not "we kill good critters instead of evil critters" evil. The sorcerer concentrated a plot to corrupt the lone paladin in town by slowly torturing her betrothed once they became engaged (this if after they thwarted his plan to drive them apart by framing the boyfriend for cheating on her). They cut off a half celestial's hands, stopped the bleeding with the Heal skill, and let her go. Routinely captured and tortured travelers in pretty graphic ways. I had to draw some lines pretty quickly (especially once the evil druid wanted to start kidnapping children and sacrificing them to Moloch). I was really looking for a more political game than a gory stomp through an abbatoir splattered with blood and guts; so that campaign came to an end.</p><p></p><p>I still use material from <em>Book of Vile Darkness</em> and entertain the idea of a villainous campaign. Unfortunately, I think that alot of players want to play gore hounds instead of developing characters...</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 3291637, member: 40522"] I can see a relatively way to deal with this in a good game; the Balkanized continent. No major state has ever become dominant, and every nation is a small city-state with its own language, religion, currency, culture, and noble families. Throw in invaders from across the sea (or another plane, whatever) and the characters must suddenly unite every nation under a single banner. If they fight individually, they'll be conquered one by one. Not even strong allegiances will do as everyone thinks they should be in charge: the army needs a single, strong leader. Even when the homeland is successfully defended, the war cannot truly end until the enemy capital is captured and the nobles in power executed or imprisoned. Think of the Persian invasion of Greece under Xerxes, for example. I'm currently playing in a Forgotten Realms campaign where everyone is evil, and it's largely the same thing as a 'good' game. We still fight monsters (and sometimes innocent villagers), delve dungeons, and receive quests from temple leaders and nobles. Except for the deities the characters worship, it'd be difficult to distinguish it from a heroic game strictly from the play itself. I once ran a villainous game which the players really enjoyed, but this game involved blatant acts of EVIL. Not "we kill good critters instead of evil critters" evil. The sorcerer concentrated a plot to corrupt the lone paladin in town by slowly torturing her betrothed once they became engaged (this if after they thwarted his plan to drive them apart by framing the boyfriend for cheating on her). They cut off a half celestial's hands, stopped the bleeding with the Heal skill, and let her go. Routinely captured and tortured travelers in pretty graphic ways. I had to draw some lines pretty quickly (especially once the evil druid wanted to start kidnapping children and sacrificing them to Moloch). I was really looking for a more political game than a gory stomp through an abbatoir splattered with blood and guts; so that campaign came to an end. I still use material from [I]Book of Vile Darkness[/I] and entertain the idea of a villainous campaign. Unfortunately, I think that alot of players want to play gore hounds instead of developing characters... [/QUOTE]
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