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Would you play or run a game if the party's members are not the protagonists?
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<blockquote data-quote="Ezequielramone" data-source="post: 6811011" data-attributes="member: 6762048"><p>- Yes, you're right, I should have used " big heroes " instead of protagonists. Their history must be theirs. I was writing as things came to my head, maybe I was not so clear. I don't want to spend a lot of time in the big things, just enough to make clear that more powerful things than the PCs exist.</p><p></p><p>- The outcome of their action should be spoken, that is right. The idea is big things are happening that affect the world and the campaign but don't consume lot of time on the table. </p><p></p><p>- Having the group falling even when the party success is a limited resource to create atmosphere. Maybe to emphasise the idea of "small" and big things. I'm not evil, I'd probably use that victory much later in the adventure. Like: you could advise the village about the ride, still villagers did not scape and everything burned down. Much later they can find survivors that could hide thanks to them and now they can bring precious support. Idk just an idea.</p><p></p><p>- I'm not aware of how "living" campaigns work. So not so much to say about them.</p><p></p><p>- If the character reach lvl 10 or so, in 5th Ed standards, they should be the big heroes at the time. Brainstorming: this campaign end at 6/7 lvl with the PCs having a renown of veterans or great spies/scouts/wherever. Next campaign will continue in the world they built. Lvl for me in 5th Ed is something really rare. </p><p></p><p>Thanks all of you for your time and comments.</p></blockquote><p></p>
[QUOTE="Ezequielramone, post: 6811011, member: 6762048"] - Yes, you're right, I should have used " big heroes " instead of protagonists. Their history must be theirs. I was writing as things came to my head, maybe I was not so clear. I don't want to spend a lot of time in the big things, just enough to make clear that more powerful things than the PCs exist. - The outcome of their action should be spoken, that is right. The idea is big things are happening that affect the world and the campaign but don't consume lot of time on the table. - Having the group falling even when the party success is a limited resource to create atmosphere. Maybe to emphasise the idea of "small" and big things. I'm not evil, I'd probably use that victory much later in the adventure. Like: you could advise the village about the ride, still villagers did not scape and everything burned down. Much later they can find survivors that could hide thanks to them and now they can bring precious support. Idk just an idea. - I'm not aware of how "living" campaigns work. So not so much to say about them. - If the character reach lvl 10 or so, in 5th Ed standards, they should be the big heroes at the time. Brainstorming: this campaign end at 6/7 lvl with the PCs having a renown of veterans or great spies/scouts/wherever. Next campaign will continue in the world they built. Lvl for me in 5th Ed is something really rare. Thanks all of you for your time and comments. [/QUOTE]
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Would you play or run a game if the party's members are not the protagonists?
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