Keeping It Rolling
A commenter to my Retrospective on From the Ashes wrote the following:
It's a known problem in fantasy worlds with metaplot that the stakes need to escalate until each new world-threatening villain and their attendant cataclysm is met with a yawn.
This is an accurate observation in my opinion and one that I've very deliberately tried to avoid in my ongoing House of Worms Empire of the Petal Throne campaign. Escalation of the sort the commenter mentions is, in my opinion, poison to the health of a long campaign. To show you what I mean, here's a very incomplete list of just a few of the major endeavors of the player characters over the course of the last nine years of active play:
A Funerary Mystery: The campaign kicked off in 2015 with the characters assisting their clan in attending to the affairs of a dead elder, who'd died at an advanced age. In the process of doing so, they uncovered evidence of a plot by foreign agents provocateurs to destabilize a border region of Tsolyánu.An Extended Trip Abroad: The House of Worms clan sent the characters to neighboring Salarvyá to tend to the clan's business interests there. After a few weeks seeing the local sights and exploring places of interest, a magical mishap propelled them thousands of miles away to the northern land of Yán Kór. The journey back to Tsolyánu took more than six months, during which time they met new friends, made new enemies, and tangled with the dreaded Ssú for the first time.Tsolyáni Politics: Returning home, they accidentally interfered with the plans of an imperial prince (Mridóbu). In return for his forgiveness, they pledged their future assistance to him, no questions asked.Cult Investigations: In their home city of Sokátis, the characters looked into the disappearances and strange behavior of important local people, leading them to discover evidence of a secretive cult dedicated to one of the Pariah Gods, perhaps the fearsome Goddess of the Pale Bone herself. In the process, they come to realize one of the player characters was not who seemed to be but rather a magical copy employed by the cult. They rescued the real character and disrupted some of the cult's activities.A Foreign Posting: Prince Mridóbu called in his favor and sent the characters to the far-off Tsolyáni colony of Linyaró to act as its administration. This posting is a "reward" for the characters' proven ability to disrupt hidden plots. Mridóbu believes something suspicious is afoot in the colony and the characters have the skills necessary to reveal it (plus he wants them far away from Tsolyánu, lest they cause more trouble for him there). A Journey by Sea, Land, and Sea Again: The characters then spend many months traveling by water before reaching the plague ravaged land of Livyánu, where they disembarked. They then trekked across its length to catch another sea vessel for the final legal of their trip to Linyaró on the coast of the Achgé Peninsula.Showing the Flag: Having reached Linyaró, the characters must establish control over the colony and deal with several scheming factions, at least one of which was probably behind the murder of the previous governor. This list represents only the first two years of play – and I've left out plenty of smaller adventures. Over the next nine years, the characters traversed the length and breadth of the Achgé Peninsula, dealt with the rulers of several Naqsái city-states, explored a huge ruined city, tangled with the Temple of Ksárul, battled the Hokún, treated with advanced AIs, visited an alternate Tékumel, traveled to several of the Planes Beyond, prevented the Shunned Ones from altering the atmosphere of the planet, and dealt with one of their companions' deaths, among other things. That's not even taking into account all the social interactions and alliances they've formed, often through marriage, in the course of play. After nearly a decade, there are simply too many adventures, expeditions, and escapades to recount, even if I were minded to share them all with you here.What I hope is clear, though, is that campaign events largely have not threatened the world as a whole. I dislike dramatic hyperbole. I feel that threatening to end the world makes for boring roleplaying sessions, not to mention making it difficult to continue playing after the supposedly world-ending danger is inevitably averted. The referee cannot keep upping the stakes and expect players to continue being interested in the campaign. After the first few times Armageddon is put on hold, players quickly come to realize that there are no stakes. This is why the characters – both player and non-player – generally drive the action: it keeps the players invested. They know that their actions have consequences and that events unfold logically from their choices. I doubt the campaign would still be ongoing if I'd opted for any other approach.
Published on May 29, 2024 10:30
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