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Planning a new campaign - a "pseudo-sandbox" ruined city
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<blockquote data-quote="Celebrim" data-source="post: 5608909" data-attributes="member: 4937"><p>So, all of that is very much expected as being part of the mainstream of this particular mythic trope. </p><p></p><p>So it's probably a good time to talk about flowcharting out your adventure path in a broad way. You're making several assumptions about PC behavior and motivation that may not hold true in the campaign. For one thing, my initial thinking as a player hearing this is, "This is bad. No possible good can come from investigating the ruins of a city related to a magical apocalypse <em>that led to the extinction of gods.</em> If we go there at all, it needs to be to kill everyone involved in exploring these accursed ruins before they do something stupid like wake up a sleeping sorcerer king, old god, or accidently cast Power Word: Armageddon." </p><p></p><p>So your flowchart should contain the decision point: "What if my players aren't interested in exploring?" </p><p></p><p>And the obvious sort of answer is to prep rivals or villains who will force the players hands, so you are prepared to move the campaign moves forward with a plot line, "You must stop X from awakening the Jaghut Tyrant." In this way, Faction B - the one that doesn't want the ruins explored - can be either a foil or the ally/plot mover, depending on what side of the moral issue the party comes down on. It's probably a good ideal then to have at least one group on either side of the issue be potentially attractive to the players. You can also plan for decision points where the PC's decide they are on the wrong side halfway into the campaign, and change sides.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5608909, member: 4937"] So, all of that is very much expected as being part of the mainstream of this particular mythic trope. So it's probably a good time to talk about flowcharting out your adventure path in a broad way. You're making several assumptions about PC behavior and motivation that may not hold true in the campaign. For one thing, my initial thinking as a player hearing this is, "This is bad. No possible good can come from investigating the ruins of a city related to a magical apocalypse [I]that led to the extinction of gods.[/I] If we go there at all, it needs to be to kill everyone involved in exploring these accursed ruins before they do something stupid like wake up a sleeping sorcerer king, old god, or accidently cast Power Word: Armageddon." So your flowchart should contain the decision point: "What if my players aren't interested in exploring?" And the obvious sort of answer is to prep rivals or villains who will force the players hands, so you are prepared to move the campaign moves forward with a plot line, "You must stop X from awakening the Jaghut Tyrant." In this way, Faction B - the one that doesn't want the ruins explored - can be either a foil or the ally/plot mover, depending on what side of the moral issue the party comes down on. It's probably a good ideal then to have at least one group on either side of the issue be potentially attractive to the players. You can also plan for decision points where the PC's decide they are on the wrong side halfway into the campaign, and change sides. [/QUOTE]
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Planning a new campaign - a "pseudo-sandbox" ruined city
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