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Need Help With Plot For Liberated City
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<blockquote data-quote="Cor_Malek" data-source="post: 5303718" data-attributes="member: 91608"><p>Hello!</p><p></p><p>First thing that sprung into my mind was "huh, sounds like Hahagana". See, Israeli Defence Forces come more or less directly from paramilitary organization that was created after I WW in British Mandate for Palestine to defend jewish settlers. To date it's one of very few armies that were created by the grass roots.</p><p>In situation you have in game, the most crucial question for me would be: why was there a power vacuum in the first place? Is the region in no-man's land between two rivalling kingdoms? Is the suzerain to weak to hold power outside of capitol? Maybe the local lord just doesn't give a <img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /><img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /><img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" />? Either way, by having to protect themselves, they just made having a lord quite redundant, and they might want to expand their area of influence.</p><p>If this happens, they might find other settlements that do not want to part with their lord. On such occasion, the town leader could try to strongarm them, or simply "prove" them wrong, by using PC's as fake bandits to show how defenceless the lord have left the area.</p><p></p><p>Such plan could have many outcomes, and which is better - mostly based on PC's decisions. They could disagree; agree to help with the plan, but try to work something out in the meantime; they could agree and really do it, either very stealthy and successfully, or they might find themselves in a situation where the targeted city joins the revolt/secession, but they are pursued bandits (with the leader who sent them on this mission denying his involvement "for sake of good-being of his people").</p><p></p><p>BTW - what about casualties? Who survives the attack could and should influence what happens with the town later on. Make a list of some important people, and keep track of them in the fight, at least if they join the attack. The PC's should know who they are and have some power over where to direct them (out of harms way) or look out after them, defending their lives. It could affect the shape of the settlement (local fence survives, and the only pre-incident law enforcer dies), or just provide minor, but urgent situation (ie - finding a new medic/cleric/midwife ASAP) and thus a plot hook.</p><p></p><p>Another aspect would be... and what if they sniffed the cash in the drugs? Not everyone, but for example a group of younger, more eager folk, maybe a group that would be more resourceful and helpful during the attack. Their parents might be content to go back to hard work every day, but are they? They now know how profitable the drugs can be, and what they need to cultivate, and hey - it's not like their economy didn't already rely on addictive stimulant <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Not even strong arming anyone, but in months time, people will have a choice: break your back in the vineyards all day for a steady cash, or get plenty gp's for half the work.</p><p>If the PC's don't interrupt this change, the town should become more and more affluent. But the drugs go <em>somewhere</em>. There's a crime sindicate that grows more and more powerful, and other cities that are being crippled by the curse of addiction. If it goes that far, decide whether the drug is cheap or expensive, which will cause disruptions either among working class or the leaders (I suggest the former, as you can still have an NPC or two abusing cheap drugs, but it'd be harder to have poor people affording expensive one). There's of course no reason why you shouldn't have both(or more!) kinds: think cocaine v crack, amphetamine v meth.</p><p>One city would flourish (at least perceivably), while others would suffer.</p><p></p><p>You've created a very interesting situation, that's for sure. Give us a nudge about what you and the players did.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="Cor_Malek, post: 5303718, member: 91608"] Hello! First thing that sprung into my mind was "huh, sounds like Hahagana". See, Israeli Defence Forces come more or less directly from paramilitary organization that was created after I WW in British Mandate for Palestine to defend jewish settlers. To date it's one of very few armies that were created by the grass roots. In situation you have in game, the most crucial question for me would be: why was there a power vacuum in the first place? Is the region in no-man's land between two rivalling kingdoms? Is the suzerain to weak to hold power outside of capitol? Maybe the local lord just doesn't give a :angel::angel::angel:? Either way, by having to protect themselves, they just made having a lord quite redundant, and they might want to expand their area of influence. If this happens, they might find other settlements that do not want to part with their lord. On such occasion, the town leader could try to strongarm them, or simply "prove" them wrong, by using PC's as fake bandits to show how defenceless the lord have left the area. Such plan could have many outcomes, and which is better - mostly based on PC's decisions. They could disagree; agree to help with the plan, but try to work something out in the meantime; they could agree and really do it, either very stealthy and successfully, or they might find themselves in a situation where the targeted city joins the revolt/secession, but they are pursued bandits (with the leader who sent them on this mission denying his involvement "for sake of good-being of his people"). BTW - what about casualties? Who survives the attack could and should influence what happens with the town later on. Make a list of some important people, and keep track of them in the fight, at least if they join the attack. The PC's should know who they are and have some power over where to direct them (out of harms way) or look out after them, defending their lives. It could affect the shape of the settlement (local fence survives, and the only pre-incident law enforcer dies), or just provide minor, but urgent situation (ie - finding a new medic/cleric/midwife ASAP) and thus a plot hook. Another aspect would be... and what if they sniffed the cash in the drugs? Not everyone, but for example a group of younger, more eager folk, maybe a group that would be more resourceful and helpful during the attack. Their parents might be content to go back to hard work every day, but are they? They now know how profitable the drugs can be, and what they need to cultivate, and hey - it's not like their economy didn't already rely on addictive stimulant :) Not even strong arming anyone, but in months time, people will have a choice: break your back in the vineyards all day for a steady cash, or get plenty gp's for half the work. If the PC's don't interrupt this change, the town should become more and more affluent. But the drugs go [I]somewhere[/I]. There's a crime sindicate that grows more and more powerful, and other cities that are being crippled by the curse of addiction. If it goes that far, decide whether the drug is cheap or expensive, which will cause disruptions either among working class or the leaders (I suggest the former, as you can still have an NPC or two abusing cheap drugs, but it'd be harder to have poor people affording expensive one). There's of course no reason why you shouldn't have both(or more!) kinds: think cocaine v crack, amphetamine v meth. One city would flourish (at least perceivably), while others would suffer. You've created a very interesting situation, that's for sure. Give us a nudge about what you and the players did. Cheers! [/QUOTE]
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