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Knights, Glory, Honor, and Nobility. But How?
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<blockquote data-quote="Emperor Valerian" data-source="post: 1665268" data-attributes="member: 15043"><p>Here are some ideas. Which ones are sprung on which player depends on the player's personality and what kind of character they had developed.</p><p></p><p>1) Love</p><p>Set things up so that one of the players, after the first mission, attracts the attention of a lady of high bearing. Courtly love, and the like. Problem is, she's betrothed to someone else. Players can joust for her love, (and ones not involved get a chance to help their friend. Jousts involving multiple combatants on each side did happen).</p><p></p><p>Alternate version: Player attracts attention from lady of high bearing, and attention is unwanted. Jealous man of unwanted lady goes after the players. This one gives some opportunity for combat and noncombat solutions if you choose as well.</p><p></p><p>2) Plot on the King/Noble/Player's Lord</p><p></p><p>Nobility often didn't get along, and another noble has sent assassins to try and kill the player's liege, or possibly the players themselves. The players must find the assassins and bring them to justice before they can strike, and also find out who is behind the mess. PLayers go up a successive string of middlemen until they reach the other noble, the BBEG.</p><p></p><p>3) More Monsters</p><p>Instead of sending assassins, the rogue noble is using magic/evil device to control monsters, and launch them at his neighbors to weaken them</p><p></p><p>4) Affront to the 'Church'</p><p>Another noble/realm/nation is using magic in ways that the chief church of the player's realm considers 'unholy.' (Ex. Nation A tends to worship Pelor. Nation B's rulers are trying to develop an undead army) The players are sent to help stop this menace.</p><p></p><p>These are just a couple. Feel free to expand and add on to these</p></blockquote><p></p>
[QUOTE="Emperor Valerian, post: 1665268, member: 15043"] Here are some ideas. Which ones are sprung on which player depends on the player's personality and what kind of character they had developed. 1) Love Set things up so that one of the players, after the first mission, attracts the attention of a lady of high bearing. Courtly love, and the like. Problem is, she's betrothed to someone else. Players can joust for her love, (and ones not involved get a chance to help their friend. Jousts involving multiple combatants on each side did happen). Alternate version: Player attracts attention from lady of high bearing, and attention is unwanted. Jealous man of unwanted lady goes after the players. This one gives some opportunity for combat and noncombat solutions if you choose as well. 2) Plot on the King/Noble/Player's Lord Nobility often didn't get along, and another noble has sent assassins to try and kill the player's liege, or possibly the players themselves. The players must find the assassins and bring them to justice before they can strike, and also find out who is behind the mess. PLayers go up a successive string of middlemen until they reach the other noble, the BBEG. 3) More Monsters Instead of sending assassins, the rogue noble is using magic/evil device to control monsters, and launch them at his neighbors to weaken them 4) Affront to the 'Church' Another noble/realm/nation is using magic in ways that the chief church of the player's realm considers 'unholy.' (Ex. Nation A tends to worship Pelor. Nation B's rulers are trying to develop an undead army) The players are sent to help stop this menace. These are just a couple. Feel free to expand and add on to these [/QUOTE]
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Knights, Glory, Honor, and Nobility. But How?
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