Moving Players to the Field of Battle- suggestions
May 27, 2015 20:43:57 GMT -6
tetramorph likes this
Post by derv on May 27, 2015 20:43:57 GMT -6
I've noticed a few inquiries on here and other forums about how one could go about encouraging their players to expand game play into the realm of aquiring land and building strongholds. It seems this is no longer very intuitive to the development of a campaign.
So, I thought it might be worth while to offer some suggestions that are at least food for creative thought. You could spin most of these ideas any way you'd like. Also, this is in no way an exhaustive list and I encourage others to contribute some of their own if they like. How would you go about it?
Fame- Your reputation has spread widely. 100-600 men-at-arms pledge their loyalty in service. What will your player do with them?
The Challenge- Barbarians invade the coast. They send out word to all the territorries to make way or pay the cost. Will your players establish a resistence?
The Fallen- the territories army and it's ruler lay amongst the fallen scattered on the field of battle. A few surviving stragglers return with the news. Chaos will sweep over the land unless a new ruler and army are raised.
Tyranny- An abusive ruler with excessive laws, taxes, and demands of service/slavery. This is accompanied by heavy handed enforcement, torture, and capital punishment.
>>>Genocide- The racial, religious, political, or cultural cleansing of a territory has begun. The players may be some of the condemned. The population needs a hero.
>>>Resistence fighters- rumors of the formation of a counter force being formed. They need some one who will lead them.
>>>The Levy- threat of conscription of all non landed men. Sounds like a good time to buy land.
Treasure of immense value- unfortunately, a fortress must be sacked to reach it, though.
The Calling- a mission is bestowed on players from their diety, raise an army and build a kingdom that will vanquish chaos. An off shoot of this idea is The Curse- a mission must be fulfilled in order for the curse to be lifted. This of course involves building a stronghold.
Overthrow- a neighboring Lord offers to divide portions of the land of his defeated foe if the players lead his army to victory on the battlefield.
Inheritance- the player learns of their unknown tie to a Baron who they are unwittingly next of kin to. They inherit his land, castle, and debt. Now what?
Knighthood- the King has knighted you and made you warden over a portion of his kingdom.
Some of this could get a little rail roady if done in that fashion. It's always better to give your players some options if they're just not biting on the idea.
So, I thought it might be worth while to offer some suggestions that are at least food for creative thought. You could spin most of these ideas any way you'd like. Also, this is in no way an exhaustive list and I encourage others to contribute some of their own if they like. How would you go about it?
Fame- Your reputation has spread widely. 100-600 men-at-arms pledge their loyalty in service. What will your player do with them?
The Challenge- Barbarians invade the coast. They send out word to all the territorries to make way or pay the cost. Will your players establish a resistence?
The Fallen- the territories army and it's ruler lay amongst the fallen scattered on the field of battle. A few surviving stragglers return with the news. Chaos will sweep over the land unless a new ruler and army are raised.
Tyranny- An abusive ruler with excessive laws, taxes, and demands of service/slavery. This is accompanied by heavy handed enforcement, torture, and capital punishment.
>>>Genocide- The racial, religious, political, or cultural cleansing of a territory has begun. The players may be some of the condemned. The population needs a hero.
>>>Resistence fighters- rumors of the formation of a counter force being formed. They need some one who will lead them.
>>>The Levy- threat of conscription of all non landed men. Sounds like a good time to buy land.
Treasure of immense value- unfortunately, a fortress must be sacked to reach it, though.
The Calling- a mission is bestowed on players from their diety, raise an army and build a kingdom that will vanquish chaos. An off shoot of this idea is The Curse- a mission must be fulfilled in order for the curse to be lifted. This of course involves building a stronghold.
Overthrow- a neighboring Lord offers to divide portions of the land of his defeated foe if the players lead his army to victory on the battlefield.
Inheritance- the player learns of their unknown tie to a Baron who they are unwittingly next of kin to. They inherit his land, castle, and debt. Now what?
Knighthood- the King has knighted you and made you warden over a portion of his kingdom.
Some of this could get a little rail roady if done in that fashion. It's always better to give your players some options if they're just not biting on the idea.