Styles
of Play
The World of Ere supports kinetic, cinematic action; deep,
twisting intrigue; gun slinging adventure; and everything
in between. The variety available to play with as is varied
and broad as the comics an anime it draws insight from. This
section offers just a taste of the themes an Ere campaign
can offer that are beyond the normal exploration, retrieval
or treasure hunting campaigns.
Conspiracy
“That little bauble you picked up in Desdan may
have more to it than meets the eye.”
People keep secrets; it is in their nature. But some secrets
are bigger than others and some people and groups are willing
to do more than others to make sure their secrets stay secret.
In a conspiracy campaign seemingly simple jobs or benign conversations
may draw the PCs into an ever thickening plot they weren’t
even aware of.
The key
element of a conspiracy campaign is the party finding out
something or receiving something that some other party is
willing to do them great harm (whether physical harm or harm
to their reputation) to keep from coming to light. Often the
party won’t find out what it is they supposedly know
or have until they’ve already suffered in some way for
it. Once they are aware of what threat they pose to the other
party, they then have to find some way to either dismantle
the conspiracy or expose it in order to resume living their
normal life.
Variations
and Examples:
- The
Hydra – More than one group wants to stop the PCs
from telling the local authorities what they know. In the
beginning, the groups oppose one another, but as they grow
more desperate, an alliance could form.
- The
McGuffin – The PCs come into possession of a device
that can ruin a powerful organization’s power base
or schemes. Destroying this device or delivering it to someone
who can use it for its purpose Is the only means the party
has to call off the rival adventurers sent to retrieve it.
- Mistaken
Identity – The PCs don’t actually possess the
information the conspiracy wishes to suppress. In order
to save their own lives, they need to actually find out
what it is the enemy is willing to kill for and use it as
leverage.
Enemy of
the Week
“They just keep comin’ out of the woodwork,
don’t they?”
Protecting townships from marauding monsters and bandits is
all in a day’s work for adventurers. But on the World
of Ere, spirit beasts, brigands and other monsters aren’t
just a one time trouble for the people of outlying towns and
villages. They attack on a monthly, sometimes weekly basis,
with more violence and tenacity than poaching a few cattle
and killing one or two farmers.
For this
reason, many towns and farming enclaves hire adventurers to
protect them full time. Merchants and innkeepers sometimes
do the same in particularly lawless locales such as Ma’tang
or Brisean. This is the basis for an enemy of the week style
game; a campaign where the monsters and bandits attack the
party’s home base rather than the party coming to them.
Here,
the party has close ties to the community (or business) that
hired them. They are local heroes or at the very least valued
mercenaries that are recognized and generally well thought
after. This, coupled with steady pay, cheap food and free
lodging, gives the PCs ample reason to work to protect their
adopted home from those who wish to rob or destroy it.
Enemy
of the week campaigns can be both geared to hack and slash
campaigns and heavy roleplaying sessions that involved copious
interaction with the locals and the adventurers’ employer.
Variations
and Examples:
- Bandit
Kings – A brigand gang sends increasingly powerful
fighters to attack a settlement to size up its defenses
for the final assault.
- Deceit
– The town elders have grown unhappy with the bad
example the party has set for the children with their rough
and tumble lifestyle and strange ways. They’ve arranged
to hire a new mercenary group that they approve of, but
the PCs are under contract and the only way to get rid of
them without paying them extra is to arrange a series of
deadly attacks on them.
- Land
Grab – A land baron wishes to build a trade town where
an independent farming enclave stands. He’s enlisted
the help of a greater spirit beast to help him drive the
farmers off.
- Monsters
in the Woods – A small town is built on the edge of
a forest teaming with spirit beasts and other monsters that
routinely attack it. The PCs are local heroes, celebrated
by the town for their many efforts to repulse the enemy.
Faction
Conflicts
“Are you sure we’re on the right side here?”
Religions, business ventures, political groups and magical
societies all have their individual agendas to push forward
and these agendas often come into conflict with one another
in ways not readily apparent. Even allies, such as the temples
of the Greater Pantheon can compete for choice information
or recently uncovered artifacts. Sometimes, they find themselves
working at odds even with other groups within their own organizations.
When
two or more factions find themselves clashing, special individuals
like the PCs can find themselves pulled into a quarrel in
which there may be no right or wrong. In these situations,
loyalties may become strained or even shift as the reasons
and means each side employs are revealed. Even when there
is a ‘wrong’ side, it may not be readily apparent
from the outset and the PCs may find out that they’ve
been helping advance a nefarious plot!
The relationships
between factions also come into play during conflicts. When
a close ally is placed in danger, their allies can come to
their aid, either in an obvious manner or covertly. In cases
such as these, characters can find themselves fighting battles
that they would not have normally become involved in and make
friends and enemies that they never would have met otherwise.
Variations
and Examples:
- The
Double-cross – Unless they keep their heads about
them, the PCs may find that they’ve been set up to
take a fall by their employer who intends to reap all the
benefits of their handiwork and leave them with all the
consequences – most of which were totally unforeseen.
- Playing
Politics – The Great Houses of Chordin, the Principalities
of Novrom and the feudal lords of Minde Forme all jostle
for positions of political power within their respective
homes. The morality of either side is really as strong as
that of the given leader, lieutenant, or advisor that is
spearheading a given operation. The PCs may find themselves
doing some innocuous spying one mission and dealing with
deadly sabotage the next.
- Secret
Wars – The temples of the Greater Pantheon fight against
the Church of the Threefold Moon in secret to keep the population
from falling into paranoia and violence. The PCs take their
missions from one of these temples.
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