Help Connecting the Pieces
Posted: Wed Aug 19, 2015 4:18 am
So I'm in planning mode for the next epic. We've played a lot of games lately that center around seedier aspects of the world or scrabbling to survive against the powers that be. I think it's time for a game where they players have a little more power and responsibility, perhaps even some hangers-on to do gruntwork for them.
The theme is tentatively altruism vs heroism. I want a game that illustrates the value of intent of heroic deeds. Without knowing what the players want to play it will be difficult to construct a scaffold for the theme but I'm looking for vignettes that might help paint this contrast. Something to the effect choices the players can make where they can trade the betterment of strangers for personal empowerment while having both choices be heroic.
At this point the Antagonist is likely to be a powerful figure in the church, likely an Archbishop who is orchestrating a scheme that will advance him politically into a higher rank. He will be classically villainous, selfish, sociopathic, and incredibly intelligent. His scheme is to acquire valuable a County for the Orthodox Church by orchestrating the downfall of the Count that runs it. To this end he will sew dissent between the Count's vassals, unleash heresies in the Count's lands and bankrupt the Count by covert assaults on his income. The intent is for the players to play citizens of the County who are able to see that things are going badly very quickly but not be able to discern what the cause is. The more mechanical problem I run into is how does the Church compel the sale of Noble lands? Would it happen over default of debts to the church? Could they seize the land if the Noble who owns the fief is found guilty of severe church crimes? We'd be talking about a respectable piece of a world and land with value, how does the church tell a Duke that one of his vassal fiefs is now theirs?
In our antagonist's scheme he will employ a number of powerful lieutenants (Minibosses) who will be complicit in his scheme. They will serve as the mid-management that keep his hands clean of the dirtywork and in return they will be rewarded handsomely for their role in the land grab. Ideally they will be selected because they are discrete where they are not loyal and they won't make obvious mistakes that will lead suspicious back to the antagonist. These lieutenants will employ spies, thugs, assassins, and even mercs to manipulate events that will destroy the Count and/or frame him for crimes he didn't commit. These Lieutenants will be close to the PCs in rank and power but their skills will be more heavily leveraged towards deception and management than sleuthing and fighting. They will have enough contact with one another that when the PCs uncover one they will inevitably find the others. However conversely if the PCs are careful and discrete the Lieutenants will not likely see them coming. I envision these Lieutenants coming from all three legs of the table, at least one Church member, Noble, and Guildsman, but I don't know which. I like the idea of a vengeful Lesser House noble that is stripping the County away from the Noble house that stole it from her people in the Emperor Wars. But as for the other lieutenants in the cabal I'm not sure what factions make sense. They would have to have a clear gain from helping the Orthodox Church acquire Noble lands, either financial or political, that makes them willing to risk treason.
I envision the shape of the story being a series of rising climaxes where the PC's are first curious about what's causing their region to go the crap so quickly and being drawn into the problems that are being created in the County (Hunting Antimonists that have been set loose in the Count's lands, putting down an armed rebellion, solving a border conflict between two warring baronies) but gradually they will find that the causes of these events are both abnormal and seemingly linked (Different trouble groups using the same Reeve Advocate for legal help, or tracing the activities of radically different lesser antagonists to the same back-alley tavern). Eventually the PCs will discover the Lieutenants and begin to investigate them and take them down which will eventually lead them to a confrontation with the Archbishop. Does anyone have good ideas for what shape these trouble groups of petty antagonists will take? Does anyone have any good ideas for how evidence will lead back to the Lieutenants that command them?
Lastly do you have any suggestions for other elements that will fit well in an epic of this nature?
The theme is tentatively altruism vs heroism. I want a game that illustrates the value of intent of heroic deeds. Without knowing what the players want to play it will be difficult to construct a scaffold for the theme but I'm looking for vignettes that might help paint this contrast. Something to the effect choices the players can make where they can trade the betterment of strangers for personal empowerment while having both choices be heroic.
At this point the Antagonist is likely to be a powerful figure in the church, likely an Archbishop who is orchestrating a scheme that will advance him politically into a higher rank. He will be classically villainous, selfish, sociopathic, and incredibly intelligent. His scheme is to acquire valuable a County for the Orthodox Church by orchestrating the downfall of the Count that runs it. To this end he will sew dissent between the Count's vassals, unleash heresies in the Count's lands and bankrupt the Count by covert assaults on his income. The intent is for the players to play citizens of the County who are able to see that things are going badly very quickly but not be able to discern what the cause is. The more mechanical problem I run into is how does the Church compel the sale of Noble lands? Would it happen over default of debts to the church? Could they seize the land if the Noble who owns the fief is found guilty of severe church crimes? We'd be talking about a respectable piece of a world and land with value, how does the church tell a Duke that one of his vassal fiefs is now theirs?
In our antagonist's scheme he will employ a number of powerful lieutenants (Minibosses) who will be complicit in his scheme. They will serve as the mid-management that keep his hands clean of the dirtywork and in return they will be rewarded handsomely for their role in the land grab. Ideally they will be selected because they are discrete where they are not loyal and they won't make obvious mistakes that will lead suspicious back to the antagonist. These lieutenants will employ spies, thugs, assassins, and even mercs to manipulate events that will destroy the Count and/or frame him for crimes he didn't commit. These Lieutenants will be close to the PCs in rank and power but their skills will be more heavily leveraged towards deception and management than sleuthing and fighting. They will have enough contact with one another that when the PCs uncover one they will inevitably find the others. However conversely if the PCs are careful and discrete the Lieutenants will not likely see them coming. I envision these Lieutenants coming from all three legs of the table, at least one Church member, Noble, and Guildsman, but I don't know which. I like the idea of a vengeful Lesser House noble that is stripping the County away from the Noble house that stole it from her people in the Emperor Wars. But as for the other lieutenants in the cabal I'm not sure what factions make sense. They would have to have a clear gain from helping the Orthodox Church acquire Noble lands, either financial or political, that makes them willing to risk treason.
I envision the shape of the story being a series of rising climaxes where the PC's are first curious about what's causing their region to go the crap so quickly and being drawn into the problems that are being created in the County (Hunting Antimonists that have been set loose in the Count's lands, putting down an armed rebellion, solving a border conflict between two warring baronies) but gradually they will find that the causes of these events are both abnormal and seemingly linked (Different trouble groups using the same Reeve Advocate for legal help, or tracing the activities of radically different lesser antagonists to the same back-alley tavern). Eventually the PCs will discover the Lieutenants and begin to investigate them and take them down which will eventually lead them to a confrontation with the Archbishop. Does anyone have good ideas for what shape these trouble groups of petty antagonists will take? Does anyone have any good ideas for how evidence will lead back to the Lieutenants that command them?
Lastly do you have any suggestions for other elements that will fit well in an epic of this nature?