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*Dungeons & Dragons
Player characters as heirs and eventually rulers
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<blockquote data-quote="weldon" data-source="post: 6407339" data-attributes="member: 18817"><p>Another idea is to NOT make all of them heirs to a kingdom, but still children in a noble house. They have all been sent off as wards to another noble. Some perhaps voluntarily, some perhaps as hostage wards, some perhaps as betrothed to other children of the lord, or other reasons. While they are wards they are expected to learn some useful skills before they come back and take their place in the kingdom. Maybe as a captain of the house guard, scholar in the academy, cleric in the temple, ranger in the border guard, etc. They become a group because they are all in the court when their lord needs them to perform some service. They prove themselves in their first adventure and continue to work together under the guidance of their lord.</p><p></p><p>As they grow in maturity, they strike out on their own. Events develop that place some or all of them in line to become the heir in their house, perhaps even to a kingdom. Eventually some great evil threatens all the kingdoms. Now as rulers or very important persons, they are in a position to marshal the resources of their respective houses or kingdoms to work together with their good friends whom they have known for ages.</p><p></p><p>You get to the same result, but the path there has more opportunities to be influenced by player actions and choices, including not wanting to be the heir.</p></blockquote><p></p>
[QUOTE="weldon, post: 6407339, member: 18817"] Another idea is to NOT make all of them heirs to a kingdom, but still children in a noble house. They have all been sent off as wards to another noble. Some perhaps voluntarily, some perhaps as hostage wards, some perhaps as betrothed to other children of the lord, or other reasons. While they are wards they are expected to learn some useful skills before they come back and take their place in the kingdom. Maybe as a captain of the house guard, scholar in the academy, cleric in the temple, ranger in the border guard, etc. They become a group because they are all in the court when their lord needs them to perform some service. They prove themselves in their first adventure and continue to work together under the guidance of their lord. As they grow in maturity, they strike out on their own. Events develop that place some or all of them in line to become the heir in their house, perhaps even to a kingdom. Eventually some great evil threatens all the kingdoms. Now as rulers or very important persons, they are in a position to marshal the resources of their respective houses or kingdoms to work together with their good friends whom they have known for ages. You get to the same result, but the path there has more opportunities to be influenced by player actions and choices, including not wanting to be the heir. [/QUOTE]
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