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Why do most groups avoid planar games?
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<blockquote data-quote="Celebrim" data-source="post: 2186624" data-attributes="member: 4937"><p>Sure it is. Paraphrasing.</p><p></p><p>Nations are at thier heart all about ideologies. For example, there is a border Barony between two rival nations called 'Fortitude'. The Harmonium Faction within Fortitude - which loyally supports the Baron - is planning a ceremony that will unite the entire cities citizens together. The Baron, who is a Paladin, feels that once he has the people's good will, he can safely switch allegiances to the more lawfully aligned Kingdom of Arcadia across the border - shifting the balance of power in the region in favor of law and good, and hopefully improving the citizen's quality of life. The PC's are sent on a quest to retrieve a legendary item that once it is in the hands of the Paladin will greatly increase is reputation and authority, thus uniting the populace behind him. Depending on events, Fortitude could become nuetral, switch its allegiance to Arcadia, or the Paladin could be assassinated and the Barony usurped by a more chaotic neighbor. Whatever happens, the PC's are likely to have made both enemies and friends in Fortitude and the larger world.</p><p></p><p>Ultimately, its a very simple 'fetch and return' quest. Your scenario is powerful only if the player's believe something more than the above has happened when the border town 'slides'. But ultimately the story is the same, and the scale is the same. The only difference is the relative number of bumps and horns on the heads of the town's citizen's.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 2186624, member: 4937"] Sure it is. Paraphrasing. Nations are at thier heart all about ideologies. For example, there is a border Barony between two rival nations called 'Fortitude'. The Harmonium Faction within Fortitude - which loyally supports the Baron - is planning a ceremony that will unite the entire cities citizens together. The Baron, who is a Paladin, feels that once he has the people's good will, he can safely switch allegiances to the more lawfully aligned Kingdom of Arcadia across the border - shifting the balance of power in the region in favor of law and good, and hopefully improving the citizen's quality of life. The PC's are sent on a quest to retrieve a legendary item that once it is in the hands of the Paladin will greatly increase is reputation and authority, thus uniting the populace behind him. Depending on events, Fortitude could become nuetral, switch its allegiance to Arcadia, or the Paladin could be assassinated and the Barony usurped by a more chaotic neighbor. Whatever happens, the PC's are likely to have made both enemies and friends in Fortitude and the larger world. Ultimately, its a very simple 'fetch and return' quest. Your scenario is powerful only if the player's believe something more than the above has happened when the border town 'slides'. But ultimately the story is the same, and the scale is the same. The only difference is the relative number of bumps and horns on the heads of the town's citizen's. [/QUOTE]
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Why do most groups avoid planar games?
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