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Looking for ideas/techniques to help players take ownership of plot
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<blockquote data-quote="LostSoul" data-source="post: 5120995" data-attributes="member: 386"><p>Play up the areas of tension by introducing opposing sides who both have reasonable philosophies.</p><p></p><p>Brainstorming a few things:</p><p></p><p>Hobgoblin raiders who hate Erathis and Nerath for their betrayal; devout worshippers of the Raven Queen. Putting the blade to both humans and undead.</p><p></p><p>Humans in the borderlands trying to pacify the land; worship Erathis; buy slaves (via the seedy dwarves) from the minotaurs in accordance with the divine Code of Erathis - it's better than having them toil under the yoke of minotaur cabalists.</p><p></p><p>Seedy dwarven slave-traders looking to reclaim their ancient clan-home, possibly cultists of Baphomet, searching for the Axe of the Dwarvish Lords.</p><p></p><p>Minotaurs who worship Moradin and consider themselves at war with humans.</p><p></p><p>I don't know why the elves split up, so I don't know what to do about that.</p><p></p><p>It's interesting - you have a civilization (Nerath, probably represented by Erathis) who comes into "the wilderness" and upsets the status quo. All the people who were there, who were not all that bad to begin with, make deals with dark forces to hold onto their lands. This goes horribly for everyone involved.</p><p></p><p>Now the PCs enter these lands; how should they deal with the mess? All their choices should carry political implications, each choice snowballing into something bigger, with more at stake, until you reach the climax.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5120995, member: 386"] Play up the areas of tension by introducing opposing sides who both have reasonable philosophies. Brainstorming a few things: Hobgoblin raiders who hate Erathis and Nerath for their betrayal; devout worshippers of the Raven Queen. Putting the blade to both humans and undead. Humans in the borderlands trying to pacify the land; worship Erathis; buy slaves (via the seedy dwarves) from the minotaurs in accordance with the divine Code of Erathis - it's better than having them toil under the yoke of minotaur cabalists. Seedy dwarven slave-traders looking to reclaim their ancient clan-home, possibly cultists of Baphomet, searching for the Axe of the Dwarvish Lords. Minotaurs who worship Moradin and consider themselves at war with humans. I don't know why the elves split up, so I don't know what to do about that. It's interesting - you have a civilization (Nerath, probably represented by Erathis) who comes into "the wilderness" and upsets the status quo. All the people who were there, who were not all that bad to begin with, make deals with dark forces to hold onto their lands. This goes horribly for everyone involved. Now the PCs enter these lands; how should they deal with the mess? All their choices should carry political implications, each choice snowballing into something bigger, with more at stake, until you reach the climax. [/QUOTE]
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