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<blockquote data-quote="Vaalingrade" data-source="post: 8872660" data-attributes="member: 82524"><p>So I ran a solo campaign with my best friend. She was someone who had been thrown forward in time from a previous bad personal situation at the jump. Because it was a solo game, I decided to give her someone to talk to in the form a a magic weapon that could transform into any handheld object.</p><p></p><p>She really played up the stranger in a strange land, isolation aspect and talked to the snarky, blood knight weapon all the time. It became a really great friendship.</p><p></p><p>Then there was a super-traumatic fight that hit on a lot of the character's past issues and how she was raised to be a living weapon. She's left surrounded by the people she saved who appreciate her, but now see how dangerous she is. Depressed and on the verge of breaking down, she retreats to her tent and confides in the weapon, wishing it were a person because she really needs someone there for her now.</p><p></p><p>So. Unbeknownst to her, the weapon had a backstory. It was actually an evil shapeshifting wizard cursed to be the servant of whoever wielded the weaponry he was ensorcerelled into. Not only was he literally a the living weapon she was being made to feel like, but the friendship they had formed was the first genuine one he'd had in thousands of years.</p><p></p><p>Back to the present, she makes her wish and the wizard is able to interpret that as a command to take human form for the first time in a very long time-- so he can give her the hug she so desperately needed.</p><p></p><p>This was a major shift in the game and turned it from a lone hero drama to a buddy cop style adventure.</p></blockquote><p></p>
[QUOTE="Vaalingrade, post: 8872660, member: 82524"] So I ran a solo campaign with my best friend. She was someone who had been thrown forward in time from a previous bad personal situation at the jump. Because it was a solo game, I decided to give her someone to talk to in the form a a magic weapon that could transform into any handheld object. She really played up the stranger in a strange land, isolation aspect and talked to the snarky, blood knight weapon all the time. It became a really great friendship. Then there was a super-traumatic fight that hit on a lot of the character's past issues and how she was raised to be a living weapon. She's left surrounded by the people she saved who appreciate her, but now see how dangerous she is. Depressed and on the verge of breaking down, she retreats to her tent and confides in the weapon, wishing it were a person because she really needs someone there for her now. So. Unbeknownst to her, the weapon had a backstory. It was actually an evil shapeshifting wizard cursed to be the servant of whoever wielded the weaponry he was ensorcerelled into. Not only was he literally a the living weapon she was being made to feel like, but the friendship they had formed was the first genuine one he'd had in thousands of years. Back to the present, she makes her wish and the wizard is able to interpret that as a command to take human form for the first time in a very long time-- so he can give her the hug she so desperately needed. This was a major shift in the game and turned it from a lone hero drama to a buddy cop style adventure. [/QUOTE]
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