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Inspiring pragmatic PC's to heroics
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<blockquote data-quote="Al" data-source="post: 221011" data-attributes="member: 2486"><p>Having read about your PCs a bit more, it seems perhaps you should throw them the gauntlet: a PC-protagonist campaign.</p><p>Now this sounds weird. Surely the protagonists are the PCs in any campaign?</p><p>NO! The PCs in a typical campaign are not proactive, but reactive. The enemy cult is killing the townsfolk, the evil knight has kidnapped the maiden, the dragon is destroying the livestock, the mad wizard is searching for the artifact etc. The PCs are then reacting to prevent the main protagonist (the bad guys) from achieving their goals. Even when good is the protagonist- the king's champion is searching for an ancient sword or whatever- it is rarely the PCs who are the actual protagonists. They're just the grunts to carry out the protagonists' work for them: they do not set themselves the quest and find them, but rather they are set the quest by an external power.</p><p>Thus, the PC-protagonist campaign would be an interesting change. The PCs would set themselves goals and missions, and go about completing them in the best way possible. Whilst this might be best suited to high-level campaigning, personal subquests can work at the low-levels, and depending on how long term the goals are, they can provide an entire plotline (reforging an artifact from many disparate parts may be a whole campaign). Intrigue also works well for this kind of thing: the PCs must do their own thing rather than rely on a 'quest-setter' NPC.</p></blockquote><p></p>
[QUOTE="Al, post: 221011, member: 2486"] Having read about your PCs a bit more, it seems perhaps you should throw them the gauntlet: a PC-protagonist campaign. Now this sounds weird. Surely the protagonists are the PCs in any campaign? NO! The PCs in a typical campaign are not proactive, but reactive. The enemy cult is killing the townsfolk, the evil knight has kidnapped the maiden, the dragon is destroying the livestock, the mad wizard is searching for the artifact etc. The PCs are then reacting to prevent the main protagonist (the bad guys) from achieving their goals. Even when good is the protagonist- the king's champion is searching for an ancient sword or whatever- it is rarely the PCs who are the actual protagonists. They're just the grunts to carry out the protagonists' work for them: they do not set themselves the quest and find them, but rather they are set the quest by an external power. Thus, the PC-protagonist campaign would be an interesting change. The PCs would set themselves goals and missions, and go about completing them in the best way possible. Whilst this might be best suited to high-level campaigning, personal subquests can work at the low-levels, and depending on how long term the goals are, they can provide an entire plotline (reforging an artifact from many disparate parts may be a whole campaign). Intrigue also works well for this kind of thing: the PCs must do their own thing rather than rely on a 'quest-setter' NPC. [/QUOTE]
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