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Playing the Game
Story Hour
The Liberation of Tenh (updated April 24)
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<blockquote data-quote="(contact)" data-source="post: 663051" data-attributes="member: 41"><p>The first thing I would do is to make sure that I have an understanding of the basic politics of the world around the PCs. Deific, temporal, what have you. I don't feel like I've ever "locked down" a particular dynamic or relationship untill the PCs actually play through that element-- I allow things to change over time.</p><p></p><p>(Belvor, for example, was nowhere near this grandfatherly when I first envisioned him, but the PCs really responded to that aspect of his character, so I played it up.)</p><p></p><p>The second thing is to tie the PCs goals into political happenings. In the case of the LoT, this is pretty easy to do, because my players wanted to nation-build. But politics could (and does) happen at the level of the Wizard's guild, prestige class organization, or even innkeeper's family! </p><p></p><p>Third, remember that even if the characters ignore them, the political tides in your world have consequences. Things change when the new king comes into power, and your job is to project that change in a believable way, and figure out how it filters down to the PCs.</p><p></p><p>Piratecat's SH is also an excellent example of politics in the game world, and you really can't go wrong with Sepulcrave's story hour at any level, political being one of them. Also keep your eye out for Barastrondo's SH-- he crafts an extremely consistent game-world which is another must for a political campaign. </p><p></p><p>In the case of the LoT, I use the Greyhawk world, so my players already have a good idea of the basic political landscape (Nyrond is broke, Duke Eyeh converted to the worship of Pholtus, etc). I personally think that this is one of the best reasons to use a pre-gen world, as it can be difficult to get the players up to speed with 'character knowledge' in a homebrew.</p><p></p><p>I hope that helps!</p></blockquote><p></p>
[QUOTE="(contact), post: 663051, member: 41"] The first thing I would do is to make sure that I have an understanding of the basic politics of the world around the PCs. Deific, temporal, what have you. I don't feel like I've ever "locked down" a particular dynamic or relationship untill the PCs actually play through that element-- I allow things to change over time. (Belvor, for example, was nowhere near this grandfatherly when I first envisioned him, but the PCs really responded to that aspect of his character, so I played it up.) The second thing is to tie the PCs goals into political happenings. In the case of the LoT, this is pretty easy to do, because my players wanted to nation-build. But politics could (and does) happen at the level of the Wizard's guild, prestige class organization, or even innkeeper's family! Third, remember that even if the characters ignore them, the political tides in your world have consequences. Things change when the new king comes into power, and your job is to project that change in a believable way, and figure out how it filters down to the PCs. Piratecat's SH is also an excellent example of politics in the game world, and you really can't go wrong with Sepulcrave's story hour at any level, political being one of them. Also keep your eye out for Barastrondo's SH-- he crafts an extremely consistent game-world which is another must for a political campaign. In the case of the LoT, I use the Greyhawk world, so my players already have a good idea of the basic political landscape (Nyrond is broke, Duke Eyeh converted to the worship of Pholtus, etc). I personally think that this is one of the best reasons to use a pre-gen world, as it can be difficult to get the players up to speed with 'character knowledge' in a homebrew. I hope that helps! [/QUOTE]
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