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War-themed plots?
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<blockquote data-quote="fba827" data-source="post: 4751923" data-attributes="member: 807"><p>Thanks for the comments so far! You've already (directly or indirectly) sparked some ideas. I do appreciate it.</p><p></p><p></p><p>To answer a couple questions and clarify a couple things ...</p><p></p><p>(Being my first time DMing in a long time I stuck to some simple things)</p><p></p><p>It's D&D, 4.0 set in a somewhat standard type environment (some kingdoms, etc).</p><p></p><p>There is the "Big Bad Evil Guy" and his force trying to take over the kingdom.</p><p></p><p>Up until now, things have been "quiet" and the PCs have unknowingly been working against the Bad Guy, and every success/failure that the PCs have had so far has either weakened or strengthened the Big Bad Guy's forces. (essentially, this was the story for levels 1-10 of the campaign)</p><p></p><p>But it's all about to boil over at the start of 11th level, so levels 11-20 will be set with war as the background (at least that is my plan). So I was trying to get ideas that I could use for those levels as the PCs make their way towards the heart of the Bad Guy's forces and it it builds up to the final show down with the Bad Guy himself.</p><p></p><p></p><p>When I said hope was not on their side, I realize it didn't write it as I meant it. I should have said hope is not on the side of the resistance/kingdom. The PCs, however, will emerge as the hope, both for their own capabilities, and the knowledge that they have about the big bad guy (they'll start to realize things they learned over the first 10 levels were connected to the now-present war; so they have an understanding of things that the kingdom forces do not).</p><p></p><p>Of course, just working in very general terms for now since the players always end up doing things I never expect. So they may just try and not help anyone and go directly to the bad guy's stronghold... but i still want to have some ideas to flesh for plots along the way ...</p><p></p><p><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></blockquote><p></p>
[QUOTE="fba827, post: 4751923, member: 807"] Thanks for the comments so far! You've already (directly or indirectly) sparked some ideas. I do appreciate it. To answer a couple questions and clarify a couple things ... (Being my first time DMing in a long time I stuck to some simple things) It's D&D, 4.0 set in a somewhat standard type environment (some kingdoms, etc). There is the "Big Bad Evil Guy" and his force trying to take over the kingdom. Up until now, things have been "quiet" and the PCs have unknowingly been working against the Bad Guy, and every success/failure that the PCs have had so far has either weakened or strengthened the Big Bad Guy's forces. (essentially, this was the story for levels 1-10 of the campaign) But it's all about to boil over at the start of 11th level, so levels 11-20 will be set with war as the background (at least that is my plan). So I was trying to get ideas that I could use for those levels as the PCs make their way towards the heart of the Bad Guy's forces and it it builds up to the final show down with the Bad Guy himself. When I said hope was not on their side, I realize it didn't write it as I meant it. I should have said hope is not on the side of the resistance/kingdom. The PCs, however, will emerge as the hope, both for their own capabilities, and the knowledge that they have about the big bad guy (they'll start to realize things they learned over the first 10 levels were connected to the now-present war; so they have an understanding of things that the kingdom forces do not). Of course, just working in very general terms for now since the players always end up doing things I never expect. So they may just try and not help anyone and go directly to the bad guy's stronghold... but i still want to have some ideas to flesh for plots along the way ... :) [/QUOTE]
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