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*TTRPGs General
Midnight: My players wonder--What's the point?
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<blockquote data-quote="Vyper" data-source="post: 1165718" data-attributes="member: 14683"><p>I don't think that is true. You can basically have the same adventures that you have in a "normal" campaign.</p><p></p><p>Just a few examples:</p><p>- There was a battle near a human settlement. Some undead rose from the corpses and are heading towards that settlement. I don't think, the citizens will reject the group's offer for help. Of course, the heroes have to get away quickly after they saved the town, because Izrador will soon send monsters to hunt them down. But the majority of the citizens of the town will (secretly) be grateful.</p><p></p><p>- The Legates (clerics of Izrador) are very intriguing. They do nearly everything to get a higher rank. Their extreme egoism gives the players lots of opportunities to really change something, affecting the lives of hundreds of people.</p><p></p><p>- The heroes could try to destroy one of the Black Mirrors. This is an exciting mission for mid to high level characters and really hurts Izrador.</p><p></p><p>- Try to get into a dwarfen keep in the Kaladrun Mountains to find some legendary magical weapon or something. Might be fun, too, because the dwarves are actually on the good side, but they have become paranoid and getting to them means going through a lot deadly traps, ambushs and so on.</p><p></p><p>- Free some slaves that are tortured by a group of sadistic orcs.</p><p></p><p>All this isn't too different to other adventures in other campaigns. The PCs are not getting the fame here and have to keep underground, but besides that there are plenty of rewarding adventures I can think of.</p></blockquote><p></p>
[QUOTE="Vyper, post: 1165718, member: 14683"] I don't think that is true. You can basically have the same adventures that you have in a "normal" campaign. Just a few examples: - There was a battle near a human settlement. Some undead rose from the corpses and are heading towards that settlement. I don't think, the citizens will reject the group's offer for help. Of course, the heroes have to get away quickly after they saved the town, because Izrador will soon send monsters to hunt them down. But the majority of the citizens of the town will (secretly) be grateful. - The Legates (clerics of Izrador) are very intriguing. They do nearly everything to get a higher rank. Their extreme egoism gives the players lots of opportunities to really change something, affecting the lives of hundreds of people. - The heroes could try to destroy one of the Black Mirrors. This is an exciting mission for mid to high level characters and really hurts Izrador. - Try to get into a dwarfen keep in the Kaladrun Mountains to find some legendary magical weapon or something. Might be fun, too, because the dwarves are actually on the good side, but they have become paranoid and getting to them means going through a lot deadly traps, ambushs and so on. - Free some slaves that are tortured by a group of sadistic orcs. All this isn't too different to other adventures in other campaigns. The PCs are not getting the fame here and have to keep underground, but besides that there are plenty of rewarding adventures I can think of. [/QUOTE]
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Midnight: My players wonder--What's the point?
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