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<blockquote data-quote="Grogg of the North" data-source="post: 5885789" data-attributes="member: 6682960"><p>How much magic is in the world? Because you'll run into the problem of divination magic. If the resistance poses a threat, why hasn't The State just divined where they are and blast them with hellfire? If the resistance isn't worth the effort, then you can run into having your players become demotivated. </p><p></p><p>That was a problem the group I'm in ran into not too long ago. There was a mageocracy and the only resistance group we were able to link up with was small and spent most of their time hiding in a temple that stopped their divinations. When we realized that restoring the kingdom to its former glory rested squarely on our PCs shoulders, without any kind of support, we quickly became disheartened and started contemplating fleeing across the sea and starting our lives over in a new land. </p><p></p><p>That isn't to say it can't be done. You just have to be careful with how its presented. The choices and actions the PCs take must be important if they're going to feel empowered. They don't have to be all powerful, just let them feel like their actions are making some kind of impact. </p><p></p><p>Also, if they're resistance fighters just keep in the back of your head that your players may choose death over defeat, blindly ignoring an obvious alternative or escape. If the PCs feel like they're backed into a corner they may get ready for a doomed last stand leaving you the choice of either introducing new characters or coming up with an implausible way for them to survive. </p><p></p><p>I hope this helps.</p></blockquote><p></p>
[QUOTE="Grogg of the North, post: 5885789, member: 6682960"] How much magic is in the world? Because you'll run into the problem of divination magic. If the resistance poses a threat, why hasn't The State just divined where they are and blast them with hellfire? If the resistance isn't worth the effort, then you can run into having your players become demotivated. That was a problem the group I'm in ran into not too long ago. There was a mageocracy and the only resistance group we were able to link up with was small and spent most of their time hiding in a temple that stopped their divinations. When we realized that restoring the kingdom to its former glory rested squarely on our PCs shoulders, without any kind of support, we quickly became disheartened and started contemplating fleeing across the sea and starting our lives over in a new land. That isn't to say it can't be done. You just have to be careful with how its presented. The choices and actions the PCs take must be important if they're going to feel empowered. They don't have to be all powerful, just let them feel like their actions are making some kind of impact. Also, if they're resistance fighters just keep in the back of your head that your players may choose death over defeat, blindly ignoring an obvious alternative or escape. If the PCs feel like they're backed into a corner they may get ready for a doomed last stand leaving you the choice of either introducing new characters or coming up with an implausible way for them to survive. I hope this helps. [/QUOTE]
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