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Slavery, Rape, Madness and War!
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<blockquote data-quote="Kibo" data-source="post: 426088" data-attributes="member: 5451"><p><strong>Two bits (four and a half bits canadian)</strong></p><p></p><p>I did a mad wizard once. That was pretty fun. It was more fun when the party killed the mad wizards only friend and ran away. Oh the party came back. The mad wizard was animating his dead friend, and was a suprised. The party killed his only and now undead friend in the suprise round and ran away. And to top it off the main instigator narrowly escaped being killed by the wizard, by a single point of initiative (everything rolled out in the open too). He just kept getting madder and madder. Made for a decent reoccuring villian until he was finally killed. <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=":)" /></p><p></p><p>But rape? Nope. My villains don't kill children either. It comprimises their villainy. I like my villains to be powerful, forceful, dangerous, not cowards who hurt people just to feel powerful. Things like that make it too easy to dismiss a villain. Their just roaches to exterminate, not foes to be bested. Only the fodder enemies would stoop that low, and they'd typically be killed before they got far. (Perhaps thus drawing the ire of the actual and dangerous villain.)</p><p></p><p>Slavery, I suppose. I've certainly done it in darksun even if I don't remember other instances. Again, it's not something I typically deal with directly, pc's might free the slaves. But I'd be unlikely to base any adventure around the pcs being slaves as they be so likely as to ingenously escape it or die resisting it, it would make for a short and lame game.</p><p></p><p>War: frequently. It makes a great backdrop, allows for a lot of plot development and allows the players to shape the fate of nations swiftly and dramatically. Should the war extend beyond such limited temporal concerns their roles and heroism are so much the greater.</p></blockquote><p></p>
[QUOTE="Kibo, post: 426088, member: 5451"] [b]Two bits (four and a half bits canadian)[/b] I did a mad wizard once. That was pretty fun. It was more fun when the party killed the mad wizards only friend and ran away. Oh the party came back. The mad wizard was animating his dead friend, and was a suprised. The party killed his only and now undead friend in the suprise round and ran away. And to top it off the main instigator narrowly escaped being killed by the wizard, by a single point of initiative (everything rolled out in the open too). He just kept getting madder and madder. Made for a decent reoccuring villian until he was finally killed. :) But rape? Nope. My villains don't kill children either. It comprimises their villainy. I like my villains to be powerful, forceful, dangerous, not cowards who hurt people just to feel powerful. Things like that make it too easy to dismiss a villain. Their just roaches to exterminate, not foes to be bested. Only the fodder enemies would stoop that low, and they'd typically be killed before they got far. (Perhaps thus drawing the ire of the actual and dangerous villain.) Slavery, I suppose. I've certainly done it in darksun even if I don't remember other instances. Again, it's not something I typically deal with directly, pc's might free the slaves. But I'd be unlikely to base any adventure around the pcs being slaves as they be so likely as to ingenously escape it or die resisting it, it would make for a short and lame game. War: frequently. It makes a great backdrop, allows for a lot of plot development and allows the players to shape the fate of nations swiftly and dramatically. Should the war extend beyond such limited temporal concerns their roles and heroism are so much the greater. [/QUOTE]
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