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laying ground work for new campaign
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<blockquote data-quote="Telperion" data-source="post: 1396605" data-attributes="member: 15711"><p>It's a nice enough concept. Nice variation away from your classic "spook-look". </p><p></p><p>Here on some thoughts on world domination:</p><p>-Take it one step at a time. Create a rough timeline that the agents use as a guideline to victory. </p><p></p><p>-Create intelligent and pragmatic goals for the agents to reach along their way to greatness. You can't exactly pull this of with one big "trick" and expect to be "king of the world" for more than a day or so. </p><p></p><p>-War is good for confusion and paranoia. Inciting it something that these agents should be able to do with little effort, if they are truly working together. </p><p></p><p>-Take over one kingdom at a time, and don't be obvious about it. Go after the rulers public image, trustworthiness and other non-tangible areas. This way you leave less traces for others to follow. And once the agents have gotten rid of the old ruler then it's time to put up a puppet ruler the agents can control. Being a visible ruler is very hard. Ruling from behind a well-behaving puppet is much easier, if you don't ago around committing obsceneties, random violence, force major changes on a population or do other stupid things like that. </p><p></p><p>-Allow those agents to be smart. If everything is going wrong for them allow them an option of making a quick exit. Having a backup plan (or two) is always a good idea. </p><p></p><p>-If the characters interfere with the agents work then use the resources of a whole kingdom to put them in their place. Why dirty your own hands, or those of an underling, when you can just let the legal courts handle the PCs and send them to slavery/prison/exile? Of course the agents might have to "help" the local authorities realize how "evil" and "bad" the characters really are, but that shouldn't be a great problem.</p><p></p><p>-Make the characters believe they are actually fighting a whole Kingdom, where ever they go, instead of a fairly small group of people who are manipulation everyone else. </p><p></p><p>-Assume that the agenst have plenty of eyes and ears, so they get good intel quickly and from plenty of places. A blind and deaf agent is a dead agent.</p></blockquote><p></p>
[QUOTE="Telperion, post: 1396605, member: 15711"] It's a nice enough concept. Nice variation away from your classic "spook-look". Here on some thoughts on world domination: -Take it one step at a time. Create a rough timeline that the agents use as a guideline to victory. -Create intelligent and pragmatic goals for the agents to reach along their way to greatness. You can't exactly pull this of with one big "trick" and expect to be "king of the world" for more than a day or so. -War is good for confusion and paranoia. Inciting it something that these agents should be able to do with little effort, if they are truly working together. -Take over one kingdom at a time, and don't be obvious about it. Go after the rulers public image, trustworthiness and other non-tangible areas. This way you leave less traces for others to follow. And once the agents have gotten rid of the old ruler then it's time to put up a puppet ruler the agents can control. Being a visible ruler is very hard. Ruling from behind a well-behaving puppet is much easier, if you don't ago around committing obsceneties, random violence, force major changes on a population or do other stupid things like that. -Allow those agents to be smart. If everything is going wrong for them allow them an option of making a quick exit. Having a backup plan (or two) is always a good idea. -If the characters interfere with the agents work then use the resources of a whole kingdom to put them in their place. Why dirty your own hands, or those of an underling, when you can just let the legal courts handle the PCs and send them to slavery/prison/exile? Of course the agents might have to "help" the local authorities realize how "evil" and "bad" the characters really are, but that shouldn't be a great problem. -Make the characters believe they are actually fighting a whole Kingdom, where ever they go, instead of a fairly small group of people who are manipulation everyone else. -Assume that the agenst have plenty of eyes and ears, so they get good intel quickly and from plenty of places. A blind and deaf agent is a dead agent. [/QUOTE]
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