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Weekenders/Kore plot development
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<blockquote data-quote="arwink" data-source="post: 1022022" data-attributes="member: 2292"><p>Is this not a question to ask the players first?</p><p></p><p>The easy answer regarding the political side is to move the PC's out of the range of "Mounted detachment" and into the realm of trusted advisors/friends of the lord. Engineer a situation where they save the lords life, or simply have him recognise them as logical choices for tactical advice, and get them involved in his decision making process as characters. More effective than letting the PC's make the lords decisions is putting them in a situation where they can argue and influence decisions the lord has already made.</p><p></p><p>Once they've gotten used to that layer of trust, start messing with it. Give them other allies, some who may later have clashing goals, and force the PC's to choose between them.</p></blockquote><p></p>
[QUOTE="arwink, post: 1022022, member: 2292"] Is this not a question to ask the players first? The easy answer regarding the political side is to move the PC's out of the range of "Mounted detachment" and into the realm of trusted advisors/friends of the lord. Engineer a situation where they save the lords life, or simply have him recognise them as logical choices for tactical advice, and get them involved in his decision making process as characters. More effective than letting the PC's make the lords decisions is putting them in a situation where they can argue and influence decisions the lord has already made. Once they've gotten used to that layer of trust, start messing with it. Give them other allies, some who may later have clashing goals, and force the PC's to choose between them. [/QUOTE]
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