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#33 | ||
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Join Date: Jul 2010
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This has been really an interesting read. The points on all sides are helping me round out my thinking for my campaign.
My campaign is shaping up to be eight adventures (probably 1 play session each) that complete a larger story arc. After that, I don't know if we'll keep playing Vikings or if we'll switch to another genre. But in keeping with the larger story, I think it's fair to force some conditions on the players. Everyone is a Viking, everyone is a member of this crew, nobody is secretly planning a mutiny or to overthrow the king or to pursue a career in the assassin's guild. That's some railroading, but in my case I think it's a good trade-off for having a more epic build to the story. And as the GM who has to plan and write all this, I think narrowing the scope to make my life easier is a reasonable request. I think Hans is closest to the feel I want for this adventure: Quote:
Quote:
This is obviously going to be very different with experienced and older players, or a GM who has a more broadly developed world and doesn't need to try to run a particular arc. It *does* get around the old "you meet in a tavern, and your wizard thinks it'd be great fun to adventure with an elf-hating untrustworthy assassin". Slightly off-topic, in a previous attempt at playing GURPS with them, they were faced with a camp of 100 bandits. They put together an attack plan and went in... and lost in about 8 seconds. Later, they said the reason they thought 4 could beat 100 is because it's possible in video games (Champions of Norath). So having an NPC who can order a retreat once in a while will be helpful as they adjust to the non-cinematic style of play. |
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