![]() There are lots and lots of other details. The massive bloodshed allows the Templars to complete the ritual and resurrect the demon lord, and the heroes slay it. They try to use this information to stop the war, but it's too late and the main leaders vying for the throne are both killed. The heroes discover that the main Saint of the Church was secretly a demon lord, and with the McGuffins they could resurrect him. They kill the bishop and are branded heretics and pursued by the Knights Templar, who are also looking for more McGuffins. Heroes discover that the whole war was a setup by the church to seize power, and the bishop uses the McGuffin to transform into a demon to try to stop them from revealing the plot. They decide to seek help from the Church and find a guy carrying a McGuffin who also wants help from the Church's bishop. ![]() Two main rivals for the throne are fighting. It's very convoluted as good campaign plots are, but here goes: The text would have the PC's name, class, leader abilities, and minions.) The first idea that comes to mind is to put four Star Wars character images along the left side of a document and put text to the right of the picture. Maybe I could do a one-shot when the players pick from a list of 4 PCs, each with dynamic art I've picked from the internet, helpful special abilities that focus gameplay on a certain approach, and unique combination of minions for them to command. ![]() It's not the RTS gameplay, it's the experience of picking from several options, each with its own unique visual, strengths, and experience. I want to take the same root idea that I loved about that experience and let my players experience something similar. However, this last weekend was free-play for Halo Wars 2 on Xbox, and when I joined the lobby with my best friends, I was greeted with a beautiful sight: a really cool menu of slides for all the leaders, their special abilities, and their starting units. (Lately, I've been feeling like the RPG I've been running- Edge of the Empire- has been a little unexciting. I'm only like a third of the way through this, and there's so much inspiration! You folks are really gonna have a positive impact on my players' experience this next week! How do you take ideas from stuff like video games or books to use in your pen-and-paper RPG? How have you done this in the past? What's the difference between the times that "borrowed" ideas worked and the times when they didn't?Įdit: You folks are amazing.
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