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Immortal Characters (An Extremely Dark Horror Campaign Idea)
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<blockquote data-quote="Malanath" data-source="post: 5299916" data-attributes="member: 25538"><p>NichG-</p><p></p><p>That's awesome. I love those ideas.</p><p></p><p>I think I'll use the Planescape: Torment idea that you've proposed, but instead of doing a chest burster I'll go for something more psychological. When a PC dies their soul lingers for a time in some type of slumbering state. Someone else in the world has to die for them to fuel their return... and they get to witness and experience not only the agony of the person who died to return them to life but those around that person.</p><p></p><p>It allows things to be varied, and allows me to inflict harm upon them in other ways. Maybe the person is randomly selected from the people the PC's know and have contact with, but controlled by the demon (and perhaps there is also some randomness involved). </p><p></p><p>Thus, dying could mean that the PC's children, wife, husband, parents, friends, allies, and important contacts are always put at risk. </p><p></p><p>I think that provides sufficient motivation to prevent the, "I don't fear your blades! Kill me, I'll rise again!" Scenario. Sure, you may die a hundred deaths, but every ally you had is now dead.</p><p></p><p>To make matters even worse, the individual who dies has their soul automatically sent to the demon to be tormented. That could create interesting situations in which, say a PC's wife is killed, tormented by the demon, falls to the dark side, and is ultimately sent back to the material world as a demon to work against her former husband.</p><p></p><p>Also, their very existence becomes considered evil and unnatural - turning goodly ideologues against them. Which would ironically make them self-defeating since the PC's are the only ones who can stop the demon... but it provides a nice contrast with the ends justify the means vs what is morally right. It also provides them with additional enemies and obstacles to overcome. Not only are they working against the demon, but they are also forced into working against those who are also the most obvious enemies of the demon.</p><p></p><p>As for your ending suggestions, I am going with that plan. It provides a nice compromise. Perhaps not everyone in the group is willing to make the ultimate sacrifice, but all can agree that the demon must be stopped. It also opens up the door for betrayals and such. It's even better if they know betrayal is a possibility, introducing an element of paranoia into the campaign - not only against the NPC's, but against each other.</p><p></p><p>...which is perfect for a demon, whose primary goal is evil and destruction.</p></blockquote><p></p>
[QUOTE="Malanath, post: 5299916, member: 25538"] NichG- That's awesome. I love those ideas. I think I'll use the Planescape: Torment idea that you've proposed, but instead of doing a chest burster I'll go for something more psychological. When a PC dies their soul lingers for a time in some type of slumbering state. Someone else in the world has to die for them to fuel their return... and they get to witness and experience not only the agony of the person who died to return them to life but those around that person. It allows things to be varied, and allows me to inflict harm upon them in other ways. Maybe the person is randomly selected from the people the PC's know and have contact with, but controlled by the demon (and perhaps there is also some randomness involved). Thus, dying could mean that the PC's children, wife, husband, parents, friends, allies, and important contacts are always put at risk. I think that provides sufficient motivation to prevent the, "I don't fear your blades! Kill me, I'll rise again!" Scenario. Sure, you may die a hundred deaths, but every ally you had is now dead. To make matters even worse, the individual who dies has their soul automatically sent to the demon to be tormented. That could create interesting situations in which, say a PC's wife is killed, tormented by the demon, falls to the dark side, and is ultimately sent back to the material world as a demon to work against her former husband. Also, their very existence becomes considered evil and unnatural - turning goodly ideologues against them. Which would ironically make them self-defeating since the PC's are the only ones who can stop the demon... but it provides a nice contrast with the ends justify the means vs what is morally right. It also provides them with additional enemies and obstacles to overcome. Not only are they working against the demon, but they are also forced into working against those who are also the most obvious enemies of the demon. As for your ending suggestions, I am going with that plan. It provides a nice compromise. Perhaps not everyone in the group is willing to make the ultimate sacrifice, but all can agree that the demon must be stopped. It also opens up the door for betrayals and such. It's even better if they know betrayal is a possibility, introducing an element of paranoia into the campaign - not only against the NPC's, but against each other. ...which is perfect for a demon, whose primary goal is evil and destruction. [/QUOTE]
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