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Let's Not Save The World...Again
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<blockquote data-quote="Aenghus" data-source="post: 7718267" data-attributes="member: 2656"><p>My rule for such things is "The players must care about the world before they can save it". I run a slowish campaign with heroic-ish PCs, so they run through the gamut of save the lost traveller, save the village, save the town, save the kingdom, save the world, along with other more personal or self serving plotlines.</p><p></p><p>But I start with basing and connecting the PCs at low level a particular community and NPCs so hopefully they care about them, so threats to the community naturally cause the PCs to react and defend it. I find it's important for the players to care about something other than mere survival and greed, for the type of campaign I normally run. As they rise in levels I connect them to the local political unit (kingdom, city state, tribe etc) in various ways, so they care about that and have motivations to intervene when trouble arises or threats emerge.</p><p></p><p>You need the right sort of PCs and motivations to make a "Save the world" plot work, at least vaguely heroic PCs are easier to work with. It's possible to use more mercenary types or antiheroes, but this often involves more plot devices and railroading, maybe "Escape from New York" type coercive measures.</p><p></p><p>I like high level heroic play, approaching the superhero genre even, which is a natural fit for "save the world" plots. YMMV. It's possible to have too many, but it is I find possible to have more than one such plot in the same long campaign without it necessarily feeling corny.</p><p></p><p>I run different plots for hardbitten mecenary bands with personal axes to grind.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 7718267, member: 2656"] My rule for such things is "The players must care about the world before they can save it". I run a slowish campaign with heroic-ish PCs, so they run through the gamut of save the lost traveller, save the village, save the town, save the kingdom, save the world, along with other more personal or self serving plotlines. But I start with basing and connecting the PCs at low level a particular community and NPCs so hopefully they care about them, so threats to the community naturally cause the PCs to react and defend it. I find it's important for the players to care about something other than mere survival and greed, for the type of campaign I normally run. As they rise in levels I connect them to the local political unit (kingdom, city state, tribe etc) in various ways, so they care about that and have motivations to intervene when trouble arises or threats emerge. You need the right sort of PCs and motivations to make a "Save the world" plot work, at least vaguely heroic PCs are easier to work with. It's possible to use more mercenary types or antiheroes, but this often involves more plot devices and railroading, maybe "Escape from New York" type coercive measures. I like high level heroic play, approaching the superhero genre even, which is a natural fit for "save the world" plots. YMMV. It's possible to have too many, but it is I find possible to have more than one such plot in the same long campaign without it necessarily feeling corny. I run different plots for hardbitten mecenary bands with personal axes to grind. [/QUOTE]
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