Campaign / Storyline Advice


Homebrew and House Rules


In my current campaign, a former member of the party is the chosen one to fulfill a dark prophecy in which he becomes super powerful, merges the Abyss with the Material Realm, and enslaves the world under his rule. This merging has already begun and the players are aware of it but the prophecy has not yet been fulfilled.

Which is more compelling as a player: being able to prevent this from occurring, thereby saving their former ally (and the world) OR confronting him face-to-face after his transformation and setting things in motion to reverse the damage?


Prevent.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'd say leave it up to them. If they get there in time to stop the transformation, then let them. If not, then they've got to deal with the repercussions. I'm sure both ways will be fun, but this way their choices leading up to the final show down will be meaningful.


Jam412 wrote:
I'd say leave it up to them. If they get there in time to stop the transformation, then let them. If not, then they've got to deal with the repercussions. I'm sure both ways will be fun, but this way their choices leading up to the final show down will be meaningful.

I've been considering setting up a few scenarios where, depending on the party's choices, they will either be able to prevent it or have to deal with it afterwards. I like the option of choice/consequences rather than railroading.


What about asking the players what they would prefer? Make them a part of shaping the outcome?


MisterDrow wrote:
Jam412 wrote:
I'd say leave it up to them. If they get there in time to stop the transformation, then let them. If not, then they've got to deal with the repercussions. I'm sure both ways will be fun, but this way their choices leading up to the final show down will be meaningful.
I've been considering setting up a few scenarios where, depending on the party's choices, they will either be able to prevent it or have to deal with it afterwards. I like the option of choice/consequences rather than railroading.

Knowing my party, if it where us, one of us would turn on the group and turn traitor to become the second in command to the evil overloard. lol


Play a few cut scenes or place a oracle (not class, a reader of fortunes) or divination of some sort that provides a glimpse into the future.
That lets them decide what to do with the time they have available.
If they go directly to it then let them prevent.
If they dawdle and screw around it'd be a Confront.


I would suggest giving them the ability and opportunity to prevent it. If they fail to pick up on how, or fail to move fast enough, or just fail at the prevention, then they're dealing with the confrontation, and dealing with a changed world (which may or may not be something they can undo).

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Campaign / Storyline Advice All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules