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Out of practise

Started by Ghost Whistler, January 08, 2012, 04:42:16 AM

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Justin Alexander

Quote from: Ghost Whistler;502169I'm a bit confused by this node based stuff. I get the idea of supplying enough clues that the idiot players will get the message at some point :D But the node stuff lost me.

Well, picture it in your head: What does "investigating the cult activity" mean to you?

In my current campaign, it primarily means tracking down the various cultist temples and bases of operation scattered around Ptolus. Each location is a node. Each node contains clues pointing to other locations/nodes.

That's a pretty basic, straight-forward method of doing it.

Maybe "investigating the cult activity" means "discovering that Councillor Jaffar is secretly a cultist". Okay, that means "Councillor Jaffar = Cultist" is a node. Spread some clues around to that effect and wait for the players to figure it out.

A sample node list might be:

- Cultist Assassination Team
- Shrine of the Black God
- Temple of the One-Eyed Priest
- Councillor Jaffar

The cultist assassination team might be a proactive node that attacks the adept the PCs are guarding. One of the assassins has a distinctive tattoo (asking around town indicates people have seen people with similar tattoos hanging out around the Shrine of the Black God). Questioning any of the assassins will reveal that they were sent from the Temple of the One-Eyed Priest. Maybe one of them has a note signed by Jaffar telling him who to kill one of their fellow assassins once the job has been completed (cultist in-fighting is always awesome).

At the Shrine of the Black God they might find the immolation chamber that Jaffar uses to offer his sacrifices to the Black God (along with incriminate evidence). There's also communiques between the Shrine and its agents within the Temple of the One-Eyed Priest.

Include similar cross-referencing clues at the other two nodes.

This particular example probably bears 0% relevance to what you've got in mind for your own scenario, but hopefully it demonstrates the principles.
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Ghost Whistler

I think I understand, thanks.

I'm sure I read some of this stuff years ago, it does seem a tad familiar. It's been a long time.
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

Spinachcat

You don't have to do Cultist / Mutant for DH. There are plenty of highly corrupt people in the Imperium who have nothing to do with Chaos, just plain old human greed for money and power. The Inquisition whacks them too.

Or you could put the PCs in a moral conundrum. There is an Governor who is a merciless nightmare to his people and by his actions, causing righteous revolts of good honest citizens who are happy to work hard, but not be crushed. The Governor has never missed a shipment to Holy Terra and he calls upon the Inquisition to whack some do-gooder Priests who are becoming Leaders of the People.

If the PCs whack them, the Leaders become Martyrs who are way more powerful and now the people know the Emperor betrayed them. But it the PCs don't whack them, what do they do? The Governor is the most productive governor this planet has ever seen and the Imperium is really happy with his progress. AKA, he's got really powerful friends.

Quote from: Ghost Whistler;502155Nor do i want to use Christ.

Christ in 40k is the Emperor. What would happen if signs and omens starting appearing that the Emperor was regenerating and reawakening? Or what would happen if another nigh-immortal, uber powerful Primarch was born and started wandering around as the Emperor did?

Ghost Whistler

I know, but i'm struggling for ideas.
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.