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| #1supermausApr 08, 2010 19:23:54 | I want to make a bunch of missions for my players to choose from, and I want some of them to be divine themed. The goal of having these missions is so the players have to choose, with every mission they take, at least one group to support and at least one group to screw over, thus giving them enemies and allies naturally and easily (for me). Some of these missions support and screw over races in my setting, but I don't want to burden you all with unfamiliar setting info. however, I'm using the basic gods from the PHB because I'm not creative enough to make up my own, so you know everything you need to know about them. For instance, Avandra values freedom, and the Raven Queen values submission to Fate, so the two could be morally opposed. Perhaps the Avandra-ites are trying to free some slaves, and the Raven Queen needs adventurers to stop them. Melora loves nature, Erathis loves Civilization. Perhaps erathisites are cutting down part of a forest, and the Meloraites want the adventurers to stop them. Perhaps a complication arises if the players choose this one, because the villagers desperately needed this wood (and the line of sight to be clear of trees) to build a defensive embattlement to stop the beast people from kidnapping their women and children at night. Ioun is the god of Knowledge, and Sehanine is the god of Secrets. Perhaps an Invoker of Ioun is using an ancient ritual to become omniscient, assuredly using this power to obtain political and financial boons (in the name of Ioun, of course) and it's up to the party to stop him. Any more ideas? |
| #2sharkiApr 13, 2010 10:19:47 | Yes, there are always people, or gods in this case, who disagree. However, here's an idea: Make a whole adventuring party to represent the opposing side so that it sounds a bit more like a conflict between deities' desires... Your concept is good but it needs elaboration... |
| #3sfurtwanglerApr 13, 2010 11:12:41 | Just a couple bits of advice.... It sounds like you're going to go the video-game route, and create tons of options and content for your players, at least half of which, they will never see (since they'll be on one side of the conflict or the other). At first, when you'er not sure what kind of PCs you'll have, or how your players will play their characters, this might be the only way to go - but you'll probably get to a point quickly where you can make some educated guesses about which side of the conflict their characters will join - and save yourself 50% of the work, and probably be able to make that side of the conflict more rich and detailed because of it. Also, chances are good your party will be split on a lot of these issues, particularly if they all follow different gods. That usually sounds like a fun roleplaying opportunity - but in practice tends to become a night full or arguing, where no player wants to back down and have his character agree to something that goes against his concept. This will also mean it is a lot harder for you to anticipate how those arguments will end, and prepare the adventure ahead of time. I would certainly make this information known to your players ahead of time, so that they are dissuaded from worshipping diametricly opposed dieties. When they do oppose one another, suggest (and anticipate) that they will look for a solution where both sides compromise, and everyone gets something they want. |