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World shattering events-That the PCs ignore
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<blockquote data-quote="Mourngrymn Dasha'r" data-source="post: 1809276" data-attributes="member: 21248"><p>Being that I am with a group that has been in the same campaign for going on 5 years now with the same characters, and relatively the same players for the entire time I can add something that happened to my group.</p><p></p><p>After one of the 'adventures' that the group was on, we decided to get some down time to lick our wounds a little and rest in a city for a change. After spending a few days in the city we began hearing rumors about continued losses in caravan traffic between one country and another along a specific route. Now that was an obvious bait for us to say, "Hey, that sounds like the perfect job for us to do!" But for whatever reason we chose to ignore it. I think one of the mages had decided to spend this time to learn some new spells so that was a big factor in our down time.</p><p></p><p>Not having taken the bait along the rumor control route, a few members of the group were approached by a merchant who asked us to travel with them as guards, as he knew of us and the tasks that we had hired out for in the past. Still declined the bait and decided to stay. All the while relaxing and meeting people. Restocking supplies, and our resident 'rogue' began finding a way to setup a perminent fence shop. Legally of course.</p><p></p><p>Still when that bait was not taken the leader of our group, who was a royal son to a Duke, was approached by a courier who gave him a letter detailing him to travel to this frontier post to see why no updates had been heard of for over a month. This we took, not because it sounded more interesting, which it did, but because he was now charged by his oath to his family and the country to obey. Little did we know that this frontier post was on the path that the caravan routes were traveling through and being abducted.</p><p></p><p>So all in all, as long as you do not force it on your party, or at least not to seem like your forcing it on them and make it seem like their duty, interesting, or different they may or may not bite the hook.</p><p></p><p>Now the events that transpired because of this little Duty to Country, and oh hey look caravans are being abducted adventure hook ended up to be an end of the world type setting which has taken 3 years to maintain and get near the end. And because of events that transpired during these events in other parts of the world because of the actions of the players, parts of the nations changed. War, conquest, that sort of thing. All because we as players fail to see the BIG picture at times.</p><p></p><p>Sorry this little explanation turned into a rant/ disertation.</p></blockquote><p></p>
[QUOTE="Mourngrymn Dasha'r, post: 1809276, member: 21248"] Being that I am with a group that has been in the same campaign for going on 5 years now with the same characters, and relatively the same players for the entire time I can add something that happened to my group. After one of the 'adventures' that the group was on, we decided to get some down time to lick our wounds a little and rest in a city for a change. After spending a few days in the city we began hearing rumors about continued losses in caravan traffic between one country and another along a specific route. Now that was an obvious bait for us to say, "Hey, that sounds like the perfect job for us to do!" But for whatever reason we chose to ignore it. I think one of the mages had decided to spend this time to learn some new spells so that was a big factor in our down time. Not having taken the bait along the rumor control route, a few members of the group were approached by a merchant who asked us to travel with them as guards, as he knew of us and the tasks that we had hired out for in the past. Still declined the bait and decided to stay. All the while relaxing and meeting people. Restocking supplies, and our resident 'rogue' began finding a way to setup a perminent fence shop. Legally of course. Still when that bait was not taken the leader of our group, who was a royal son to a Duke, was approached by a courier who gave him a letter detailing him to travel to this frontier post to see why no updates had been heard of for over a month. This we took, not because it sounded more interesting, which it did, but because he was now charged by his oath to his family and the country to obey. Little did we know that this frontier post was on the path that the caravan routes were traveling through and being abducted. So all in all, as long as you do not force it on your party, or at least not to seem like your forcing it on them and make it seem like their duty, interesting, or different they may or may not bite the hook. Now the events that transpired because of this little Duty to Country, and oh hey look caravans are being abducted adventure hook ended up to be an end of the world type setting which has taken 3 years to maintain and get near the end. And because of events that transpired during these events in other parts of the world because of the actions of the players, parts of the nations changed. War, conquest, that sort of thing. All because we as players fail to see the BIG picture at times. Sorry this little explanation turned into a rant/ disertation. [/QUOTE]
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