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TTRPG Tuesday: Campaigning

 Hey it's TTRPG Tuesday, let's see if I get something written before sleep overtakes me.

I'm still on that Channelers kick, but today I want to talk about a possible campaign path: The Magpie Offensive.  I see this as a military campaign where the PCs are conscripted, volunteers, or mercenaries for an army that is marching to quell Spirit threats and unite the region under a protectorate.

There should be free RP sections as interludes between missions, and missions should be chosen by the party.  The army ensures loyalty with intangible rewards as well as artifact items.

NOTE: This whole thing is being designed with the Rascal article on militarization in ttrpgs in mind.

What is the thrust of the campaign? It's fundamentally one of conquest.  How do I encourage characters to question their presence and their complicity? How much interpersonal violence is an acceptable price to pay for environmental justice? How can party composition affect all this from jump? How can I use the deliberate absence of alignment/morality to compel the players to create healthy boundaries between themselves and the characters? What choices should face the characters; and through them, what am I asking of the players?

That's all I got! It's so late.  Til next time.

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