torilen wrote:Question: How do you all feel about quests in which the heroes are sent to "remove a problem" in which the problem is another human...not necessarily aligned with chaos?
Being a fan of Basic/Expert D&D and a fan of the simplified RPG rules found in Dragon Strike (see Questioning a Monster and Preform a Feat), I try to inject an interactive narrative into my HeroQuest games. It is not unusual for the Heroes to talk to monsters, encounter NPCs, and make critical decisions that could effect them in the long run. My players are mostly adults with an enjoyment for adult drama. They like ambiguous motivations over black-and-while morality plays.
One of the more exciting games I have been working on removes the evil armies (Green Skins and all) and replaces them with humans (bandits, soldiers, cultists, etc.) who are more or less following the allegiance of a political figurehead, fighting for control of a broken Kingdom. No one is truly good — not even the co-called "Heroes" — and those that seem like good, righteous knights in shinny armor are ether closeted Joffreys or just too naive to hold any real political power for long... or both. Beyond the adventures, the Heroes would have to choose their employers carefully, do a lot of negotiation, and be prepared for any betrayals when they become too powerful. I'm still trying to figure out a way to incorporate miniature wargaming into the game. It is so ambitious, nothing could ever come of it... Oh well.


















