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Lord or Tyrant?
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<blockquote data-quote="haakon1" data-source="post: 3894515" data-attributes="member: 25619"><p>I think it makes the campaign a LOT more interesting, as a DM and as a player to put depth into characterizations of the minor NPC's like this. I really like the sound of your campaign, BTW. The setting sounds cool. As a player, I've often been trapped in endless dungeon crawl land, which annoys me because there doesn't seem to be a larger point to it. Having NPCs -- even ungrateful ones -- to defend and protect makes the game more interesting, less "gameish", and more heroic for me.</p><p></p><p>Anyhow, I would consider giving the PC's a break in this situation. Maybe do some random determination of stats and alignment on the remaining militia. Perhaps a smarter/wiser good one will try to be a peacemaker. The scenario I'd come with up is that the boss, having been humiliated, gets drunk and goes to sleep it off. The second in command, or another smart/wise and/or good type comes to the least aggressive/most friendly of the PC's (mage or rogue? probably not the cleric given the history here) and tries to work things out. Maybe apologizes about the accidental friendly fire first.</p><p></p><p>You could later on have some conflict between the militia folks about whether to stay and hold or abandon the base and make a run for it. Normally, as a DM, I'd give wilderness camping in this cold of winter surrounded by undead a very low survival probability, but you never know. For the NPC militiamen, unreasoned fear may need some convincing to stop it.</p><p></p><p>Also, it would be REALLY fun at some point for the baddies to run an assault on the fortress. I did that with Keep on the Borderlands, and it was the best fight we ever did. With only 15 NPC defenders of relatively low level, you could play the whole thing out, if you were so inclined. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="haakon1, post: 3894515, member: 25619"] I think it makes the campaign a LOT more interesting, as a DM and as a player to put depth into characterizations of the minor NPC's like this. I really like the sound of your campaign, BTW. The setting sounds cool. As a player, I've often been trapped in endless dungeon crawl land, which annoys me because there doesn't seem to be a larger point to it. Having NPCs -- even ungrateful ones -- to defend and protect makes the game more interesting, less "gameish", and more heroic for me. Anyhow, I would consider giving the PC's a break in this situation. Maybe do some random determination of stats and alignment on the remaining militia. Perhaps a smarter/wiser good one will try to be a peacemaker. The scenario I'd come with up is that the boss, having been humiliated, gets drunk and goes to sleep it off. The second in command, or another smart/wise and/or good type comes to the least aggressive/most friendly of the PC's (mage or rogue? probably not the cleric given the history here) and tries to work things out. Maybe apologizes about the accidental friendly fire first. You could later on have some conflict between the militia folks about whether to stay and hold or abandon the base and make a run for it. Normally, as a DM, I'd give wilderness camping in this cold of winter surrounded by undead a very low survival probability, but you never know. For the NPC militiamen, unreasoned fear may need some convincing to stop it. Also, it would be REALLY fun at some point for the baddies to run an assault on the fortress. I did that with Keep on the Borderlands, and it was the best fight we ever did. With only 15 NPC defenders of relatively low level, you could play the whole thing out, if you were so inclined. ;) [/QUOTE]
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