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Post by kingzoltar on Sept 20, 2016 7:47:38 GMT
I'm toying with the idea of making my current campaign unwinnable, but in doing so a very powerful and intelligent wizard sage NPC would alter Oblivion Portals and allow them to jump to another universe with close circumstances to what is happening in the current world. What I am trying to accomplish is making them feel an immense amount of loss and failure with them trying to right the wrong they made in the former universe, possibly even making them feel guilty about leaving the people to die or be enslaved. Does anyone think this concept would work or even be a good idea? We've been playing this campaign for 4 months and my plan would be to unveil this around Christmas time.
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Post by lasersniper on Sept 20, 2016 9:57:44 GMT
Something like that would have to be done very, very, VERY carefully. First, you need to know your players. Would they be okay with that kind of an ending. Would they even choose that option, or would they die with the world. Do you think it would cheapen the experience in their minds. As much as we GM to tell and weave stories, we do it for our players enjoyment. If they do not like how a long term game ending, then they will be less willing to go on another adventure with you. I am not trying to say this route is wrong or isn't interesting, because I really like it personally, but it is one you should tread carefully.
No on making the idea work. I think if you want them to feel guilty about their actions, they can NEVER KNOW the situation was unwinnable. Not even after the campaign finishes. I would setup a "win" situation that is difficult, and over the course of building up to it, they come to find out that their failures and mistakes along the way allowed evil to win. So that failed diplomacy with the captain of the guard leads to betrayal at a key moment, that botched investigation check means they grabbed the wrong/decoy artifact, their suspicions about how many key resources they needed were right and they don't have enough now. Use the smaller things THEY did to craft a defeat. That way you can point or hint to them later so they know it was discussions that caused this situation. You can even use this further and say, "well you don't have enough magical components/the right artifact to do what you wanted, BUT YOU COULD use it to alter the portals and leave this world". Putting the weight further on their shoulders.
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