Judging from their Dark Eye themed adventure games, I don't think this will be a problem.Good combat alone isn't enough for me, TRPG also needs at least a good story just to be worthy in my eyes.
Theres nothing intrinsically bad about those kinds of plots. The problem is the places they take you, most of them dont bother going farther than "ancient evil, beat the shit out of it before it kills you", when there could be so much more,Pretty much everything sounds good about the game, its just that I hate "saving the world from ancient evil" plots.
Theres nothing intrinsically bad about those kinds of plots. The problem is the places they take you, most of them dont bother going farther than "ancient evil, beat the shit out of it before it kills you", when there could be so much more,Pretty much everything sounds good about the game, its just that I hate "saving the world from ancient evil" plots.
Where can I find such a tabletop group? God, that sounds brilliant. With most of the current players I know, they'd just get more and more debased before they eventually turn on each other for the EVILZ.Theres nothing intrinsically bad about those kinds of plots. The problem is the places they take you, most of them dont bother going farther than "ancient evil, beat the shit out of it before it kills you", when there could be so much more,Pretty much everything sounds good about the game, its just that I hate "saving the world from ancient evil" plots.
Last year i DMed a table with the same premise, a band of evil scumbags forced to be together because they were the world last best hope, thing is, no one knew that but them.
Was fun to see how far theyd fall in order to survive, and it turns out, being sorta heroic, even if forced, changed them, they eventually drew a line, there were stuff that they simply werent willing to do, evil deeds that would have given them power or made it easier.
One of them sacrificed his first born to a demon for power, and after realizing what he did (took him like 3 months for the character to realize what he did) he spent the rest of the campaing trying to fix it, while antagonizing the same demon and losing everything he had won. He simply did not care about that.
There party was composed of:Where can I find such a tabletop group? God, that sounds brilliant. With most of the current players I know, they'd just get more and more debased before they eventually turn on each other for the EVILZ.Theres nothing intrinsically bad about those kinds of plots. The problem is the places they take you, most of them dont bother going farther than "ancient evil, beat the shit out of it before it kills you", when there could be so much more,Pretty much everything sounds good about the game, its just that I hate "saving the world from ancient evil" plots.
Last year i DMed a table with the same premise, a band of evil scumbags forced to be together because they were the world last best hope, thing is, no one knew that but them.
Was fun to see how far theyd fall in order to survive, and it turns out, being sorta heroic, even if forced, changed them, they eventually drew a line, there were stuff that they simply werent willing to do, evil deeds that would have given them power or made it easier.
One of them sacrificed his first born to a demon for power, and after realizing what he did (took him like 3 months for the character to realize what he did) he spent the rest of the campaing trying to fix it, while antagonizing the same demon and losing everything he had won. He simply did not care about that.
Methinks the translation is off. How can a wolf "literally chop" someone up alive ?
You sound like a GM and your group soundsThere party was composed of:Where can I find such a tabletop group? God, that sounds brilliant. With most of the current players I know, they'd just get more and more debased before they eventually turn on each other for the EVILZ.Theres nothing intrinsically bad about those kinds of plots. The problem is the places they take you, most of them dont bother going farther than "ancient evil, beat the shit out of it before it kills you", when there could be so much more,Pretty much everything sounds good about the game, its just that I hate "saving the world from ancient evil" plots.
Last year i DMed a table with the same premise, a band of evil scumbags forced to be together because they were the world last best hope, thing is, no one knew that but them.
Was fun to see how far theyd fall in order to survive, and it turns out, being sorta heroic, even if forced, changed them, they eventually drew a line, there were stuff that they simply werent willing to do, evil deeds that would have given them power or made it easier.
One of them sacrificed his first born to a demon for power, and after realizing what he did (took him like 3 months for the character to realize what he did) he spent the rest of the campaing trying to fix it, while antagonizing the same demon and losing everything he had won. He simply did not care about that.
A drow raised his hand against the head of his house, a warlock that got tired of following womens orders and betrayed his society, escaped to the surface to live free but was still hunted by them.
A half-vampire that was into his 40, a nobleman whose family name and keep was in ruins, hated by the villagers and powerless to do anything about it, he decided to take up adventuring as a form to make money, prestige and connections, he was a warrior/mage obsessed with the power of the blood.
A Yuan-Ti ranger/psion, hated humans all his life, could trust no one, and no one could trust him, all he cared about was information and control. This one was actually the one that had the most problems in the campaign, no one trusting you meant a lot of unnecessary obstacles in his way.
A veteran soldier, leader of many in the past, now in his 50s his body began taking his toll and all he wanted was his youth back. This guy was actually neutral and kind of responsible for protecting the whole group, he had principles, but he had sworn to keep them alive till the time came for them to die, so it made for a lot of awkward priceless interactions.
Funny thing is, on this world i actually punished heroic acts, much like in real life, it was so much easier to just fall into depravity, chances were plenty and it was mostly up to them to find ways. The battle between good and evil was not "balanced".
It was on house ruled AD&D 2nd, because i didnt want to deal with "builds" and "balance" issues.
But i want my mages to cast grease, or freeze an enemy on its place, or place fire walls.You can use the area options, like rousing a swam of beas, using poison puddles or mantraps.
Theres nothing intrinsically bad about those kinds of plots. The problem is the places they take you, most of them dont bother going farther than "ancient evil, beat the shit out of it before it kills you", when there could be so much more,Pretty much everything sounds good about the game, its just that I hate "saving the world from ancient evil" plots.
Last year i DMed a table with the same premise, a band of evil scumbags forced to be together because they were the world last best hope, thing is, no one knew td lhat but them.
Was fun to see how far theyd fall in order to survive, and it turns out, being sorta heroic, even if forced, changed them, they eventually drew a line, there were stuff that they simply werent willing to do, evil deeds that would have given them power or made it easier.
One of them sacrificed his first born to a demon for power, and after realizing what he did (took him like 3 months for the character to realize what he did) he spent the rest of the campaing trying to fix it, while antagonizing the same demon and losing everything he had won. He simply did not care about that.
But i want my mages to cast grease, or freeze an enemy on its place, or place fire walls.You can use the area options, like rousing a swam of beas, using poison puddles or mantraps.
I want my warriors to take defensive or offensive stances. I want their weapons and armor to give them different options. i want them to be able to stun/lockdown movement or even boost morale of my troops by wasting a turn relaying commands.
I want engineers(?) to be able to clear a path or make special use of the terrain in a way none of the other soldiers are able to.
I want enemy monsters to be able to do charge attacks, etc.
I want my tactical depth! :
Then swich mage to alchemist and spells for grenade like weapons.But i want my mages to cast grease, or freeze an enemy on its place, or place fire walls.You can use the area options, like rousing a swam of beas, using poison puddles or mantraps.
I want my warriors to take defensive or offensive stances. I want their weapons and armor to give them different options. i want them to be able to stun/lockdown movement or even boost morale of my troops by wasting a turn relaying commands.
I want engineers(?) to be able to clear a path or make special use of the terrain in a way none of the other soldiers are able to.
I want enemy monsters to be able to do charge attacks, etc.
I want my tactical depth! :
In the Dark Eye world magic is used low key.
There party was composed of:Where can I find such a tabletop group? God, that sounds brilliant. With most of the current players I know, they'd just get more and more debased before they eventually turn on each other for the EVILZ.Theres nothing intrinsically bad about those kinds of plots. The problem is the places they take you, most of them dont bother going farther than "ancient evil, beat the shit out of it before it kills you", when there could be so much more,Pretty much everything sounds good about the game, its just that I hate "saving the world from ancient evil" plots.
Last year i DMed a table with the same premise, a band of evil scumbags forced to be together because they were the world last best hope, thing is, no one knew that but them.
Was fun to see how far theyd fall in order to survive, and it turns out, being sorta heroic, even if forced, changed them, they eventually drew a line, there were stuff that they simply werent willing to do, evil deeds that would have given them power or made it easier.
One of them sacrificed his first born to a demon for power, and after realizing what he did (took him like 3 months for the character to realize what he did) he spent the rest of the campaing trying to fix it, while antagonizing the same demon and losing everything he had won. He simply did not care about that.
A drow raised his hand against the head of his house, a warlock that got tired of following womens orders and betrayed his society, escaped to the surface to live free but was still hunted by them.
A half-vampire that was into his 40, a nobleman whose family name and keep was in ruins, hated by the villagers and powerless to do anything about it, he decided to take up adventuring as a form to make money, prestige and connections, he was a warrior/mage obsessed with the power of the blood.
A Yuan-Ti ranger/psion, hated humans all his life, could trust no one, and no one could trust him, all he cared about was information and control. This one was actually the one that had the most problems in the campaign, no one trusting you meant a lot of unnecessary obstacles in his way.
A veteran soldier, leader of many in the past, now in his 50s his body began taking his toll and all he wanted was his youth back. This guy was actually neutral and kind of responsible for protecting the whole group, he had principles, but he had sworn to keep them alive till the time came for them to die, so it made for a lot of awkward priceless interactions.
Funny thing is, on this world i actually punished heroic acts, much like in real life, it was so much easier to just fall into depravity, chances were plenty and it was mostly up to them to find ways. The battle between good and evil was not "balanced".
It was on house ruled AD&D 2nd, because i didnt want to deal with "builds" and "balance" issues.
Then swich mage to alchemist and spells for grenade like weapons.But i want my mages to cast grease, or freeze an enemy on its place, or place fire walls.You can use the area options, like rousing a swam of beas, using poison puddles or mantraps.
I want my warriors to take defensive or offensive stances. I want their weapons and armor to give them different options. i want them to be able to stun/lockdown movement or even boost morale of my troops by wasting a turn relaying commands.
I want engineers(?) to be able to clear a path or make special use of the terrain in a way none of the other soldiers are able to.
I want enemy monsters to be able to do charge attacks, etc.
I want my tactical depth! :
In the Dark Eye world magic is used low key.