1001 ways to make PC actions count [Archive] - Wizards Community

Post/Author/DateTimePost
Black Kitten

09-11-05, 06:18 PM
I am working on a campaign over the last months to replace my current DM within the next 2/3 months (when the current party reaches level 4). When I take over we will play high level/high magic/high power. I will advance the last surviving partymember (a psychic warrior) to lvl 8-10 and the rest will have new characters.

Now I have been invisioning these PCs walking around Faerun +1000 years and I want them to think about what they do, their actions, their motivations, even whether or not to kill the BBEG. And then I don't mean the big things, like saving the world, but making them feel, regardless of what they do, that every action makes an impact.

1001 ways to make them feel that way? Anyone?

1) The way PCs respond to NPC change the NPCs choices and/or alignment. Their actions or words could turn young evil rogues to champions of good in time, or young paladins to blackguards.

2) Just their appearance make people come to them to ask for small things to do. From healing a wound to finding a murderer.

3) The things the PCs say impact local decision making. "You have a great town, but very few wizards" <-- upon return, a library and wizard's college is being build.
hollow_ghost

09-12-05, 09:53 PM
3) Well, you could use something like Ta'veren from the Wheel of Time series by Robert Jordan (a very good author I recommend). Basically, the Wheel of Time threads fate, but Ta'veren for some time at least, make the Wheel bend around them. So, things like what you said happen just because the Ta'veren came there. Feel free to embelish/cut/modify this.
Dartanel

09-12-05, 10:35 PM
4) In a campaign I'm in, our PCs once had to visit the city of the dead to rescure a PC that was killed. Later on we were in the homeland of one of our PCs. While in his hometown, he told stories about his experiences in the city of the dead.
Later that plot arc, we destroyed the mountain that was the focus of his people's religion.
Weeks later, we found that a rapidly growing cult was forming around the PCs stories of his expiences in the land of the dead.
TheErsatzFacsimileOfMe

09-12-05, 10:41 PM
5.) Have people recognize them, even commoners on the street. Have them know twisted (as in not exactly what happened) tales of the PCs adventures.
TwinBahamut

09-12-05, 10:52 PM
7. If they hear that a gnoll army is building up to attack a city, and ignore it for three months so they can save the princess, then make sure that they run across refugees telling horror stories about seeing gnolls burn their city...

8. If a party member is a cleric, have local priests occasionally ask the cleric for advice on how best to resolve some kind of local religious problem or about his opinion on certain matters of religious doctrine. If the clerics response happens to be heretical, make sure the Inquisition starts asking questions.

9. Occasionally have nobles the Pcs are acquainted with invite them to dinner for the sole purpose of flaunting their connections with the PCs to rivals.
Black Kitten

09-13-05, 05:08 AM
10) Novice wizards come visit the party wizard for those special spells he has and they don't

11) The party doesn't need to pay in most inns for anything, since only the ability of the barkeeper to boost he had the party in his inn brings him far more income.

12) Adventurers visit the party when looking for special gear.
ShadowDragon8685

09-13-05, 07:52 AM
Get all Chrono Trigger on them, especially if, as you say, this is gonna be a thousand year plus game.

Make their actions in the past have sweeping impacts on the future. Like, say, party A, at Time +0, leads a valiant, impossible defense against orcish hordes, and they give rousing speeches and encourage everyone to do their best.

Then, at Time +250, an elfish youth who fought with them is now the captain of the guard, and the small town is now the centre of martial learning for hundreds of miles.

And so forth and so on. :)
Black Kitten

09-13-05, 10:40 AM
Get all Chrono Trigger on them, especially if, as you say, this is gonna be a thousand year plus game.

Make their actions in the past have sweeping impacts on the future. Like, say, party A, at Time +0, leads a valiant, impossible defense against orcish hordes, and they give rousing speeches and encourage everyone to do their best.

Then, at Time +250, an elfish youth who fought with them is now the captain of the guard, and the small town is now the centre of martial learning for hundreds of miles.

And so forth and so on. :)

Actually, I am just forwarding time since it seemed like a cool concept to me. To see what happened to the gods, etc by then. For example, I'll have the Drow control much of the Dales, Mulorand Empire will have moved in whole to occupy the south of the inner sea, the Amnish region will be 1 coalition and the rest will fall mostly into the hands of the Red Wizards.

And the general pantheon will also become less full of gods... but their legacies and their spirits remain...

What is going to happen is that the Psychic Warrior will be encased in Ice for that time and be the party's link to the past.