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<blockquote data-quote="Piratecat" data-source="post: 5867023" data-attributes="member: 2"><p>While the game sounds full of potential and good fun, I really dislike blunt force of steering the PCs. Here's a few thoughts:</p><p></p><p>1. Don't require PC will saves or any check based on dice in order to simulate the elvenking's growing influence. Instead, let elves and eladrin know that always, at the back of their minds, they have a choice. If they throw in with the elvenking, they gain certain power but risk leaving the campaign. Every fey creature in the forest gets this choice, and the pot is sweetened as the elven king gains in power. </p><p></p><p>There's a few benefits to this. (a) If the PC goes over, it's entirely the player's choice. (b) You can make enemies tougher as time goes on, just by saying the elvenking's gifts strengthen them. (c) The PCs won't know what they have to give up to bargain for power, so their imagination will think it's something horrible. (d) When the PCs choose to resist, they aren't penalized. They just don't gain those benefits. (e) Corruption by free willed choice is always creepier than corruption by unavoidable saving throw.</p><p></p><p>2. Develop factions and power groups. There are the sentients who are trapped in the forest. There are the elves who resist the king's sway. There are the homicidal, psychotic gnomes who embrace the king completely. And so on. A clever group will ally with some and use others against a mutual foe.</p><p></p><p>3. I echo what everyone else says: tell your players first. That way they'll build woods-themed PCs who shine in their element.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 5867023, member: 2"] While the game sounds full of potential and good fun, I really dislike blunt force of steering the PCs. Here's a few thoughts: 1. Don't require PC will saves or any check based on dice in order to simulate the elvenking's growing influence. Instead, let elves and eladrin know that always, at the back of their minds, they have a choice. If they throw in with the elvenking, they gain certain power but risk leaving the campaign. Every fey creature in the forest gets this choice, and the pot is sweetened as the elven king gains in power. There's a few benefits to this. (a) If the PC goes over, it's entirely the player's choice. (b) You can make enemies tougher as time goes on, just by saying the elvenking's gifts strengthen them. (c) The PCs won't know what they have to give up to bargain for power, so their imagination will think it's something horrible. (d) When the PCs choose to resist, they aren't penalized. They just don't gain those benefits. (e) Corruption by free willed choice is always creepier than corruption by unavoidable saving throw. 2. Develop factions and power groups. There are the sentients who are trapped in the forest. There are the elves who resist the king's sway. There are the homicidal, psychotic gnomes who embrace the king completely. And so on. A clever group will ally with some and use others against a mutual foe. 3. I echo what everyone else says: tell your players first. That way they'll build woods-themed PCs who shine in their element. [/QUOTE]
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