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Justifying adventuring when you're the Boss
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<blockquote data-quote="Haltherrion" data-source="post: 5133653" data-attributes="member: 18253"><p>Seems like there are three main ways to handle it:</p><p></p><ul> <li data-xf-list-type="ul">The Star Trek method: forget whether it makes sense for the king/lord/whatever to be running around and adventuring and just go with that. This requires cooperation with the players. Yours seem to object to that, as frankly, I might as well although you could cast it as the leader finding themselves not really suited to ruling and leaving the day to day affairs to others while they go out and "play".</li> <li data-xf-list-type="ul">Significant threats face the realm which require their attention due to either the severity or the fact that they can't trust anyone else. This could certainly work for a few scenarios but seems like it might get contrived after a while. Probably best for a campaign that is winding down after the players have achieved their holding but where you still want to do a little more before moving on.</li> <li data-xf-list-type="ul">They are deposed. They were in charge and an internal (coup) or external threat kicks them out. So basically, they aren't in charge anymore which can irritate the players but from a story point of view is an effective vehicle. You can always start with the first two and keep this in your pocket, to pull it out if they leave too much power in the minions hands in the first option (and then are usurped by the ones they left in charge) or they fail to deal adequately with a threat in the middle. Some care is needed to execute this without losing the players and it might even take some meta discussion with them but it is an option and it is certainly dramatic.</li> </ul><p>Other options when a campaign reaches this point:</p><ul> <li data-xf-list-type="ul">The campaign ends. The PCs achieve riches and crowns, there is much cheering and rejoicing, on to the next campaign while the PCs move on without their players, and vice versa.</li> <li data-xf-list-type="ul">The players play their original PC's offspring.</li> <li data-xf-list-type="ul">The players play the lieutenants of their original PCs.</li> </ul></blockquote><p></p>
[QUOTE="Haltherrion, post: 5133653, member: 18253"] Seems like there are three main ways to handle it: [LIST] [*]The Star Trek method: forget whether it makes sense for the king/lord/whatever to be running around and adventuring and just go with that. This requires cooperation with the players. Yours seem to object to that, as frankly, I might as well although you could cast it as the leader finding themselves not really suited to ruling and leaving the day to day affairs to others while they go out and "play". [*]Significant threats face the realm which require their attention due to either the severity or the fact that they can't trust anyone else. This could certainly work for a few scenarios but seems like it might get contrived after a while. Probably best for a campaign that is winding down after the players have achieved their holding but where you still want to do a little more before moving on. [*]They are deposed. They were in charge and an internal (coup) or external threat kicks them out. So basically, they aren't in charge anymore which can irritate the players but from a story point of view is an effective vehicle. You can always start with the first two and keep this in your pocket, to pull it out if they leave too much power in the minions hands in the first option (and then are usurped by the ones they left in charge) or they fail to deal adequately with a threat in the middle. Some care is needed to execute this without losing the players and it might even take some meta discussion with them but it is an option and it is certainly dramatic. [/LIST]Other options when a campaign reaches this point: [LIST] [*]The campaign ends. The PCs achieve riches and crowns, there is much cheering and rejoicing, on to the next campaign while the PCs move on without their players, and vice versa. [*]The players play their original PC's offspring. [*]The players play the lieutenants of their original PCs. [/LIST] [/QUOTE]
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