Da'Shain
2014-03-08, 04:21 PM
So in the campaign I'm running now, my players are currently mid-level and are just starting to grasp the presence of the true threat as a menace to the entire plane. My current plan is to lead them to a character who's high-level enough to have the resources and know-how to point them in the right directions, but is still figuring things out himself and is unwilling to reveal exactly what he is (he's the oldest gold dragon in Golarion; I decided to appropriate Astarathian for this). I plan to drop a few hints in their first meeting (he'll appear in a "teleport circle" that is actually just a sham, as he's teleporting himself; an assassin sent to kill him will have True Seeing up and immediately bug out upon Astar's arrival when he had before been giving the players a hard fight; I'm calling him "Lord Astor" and making him a minor Nidalese noble who runs a town of political refugees, for the members of the group that have a bit of Golarion background).
What I'm concerned about is how to play him intelligently without having the eventual reveal make the party feel as though he could have done all of their tasks himself. Gold dragon fluff is that they apparently manipulate heroes into going where they're needed all the time; I want to play that but not have him come off as just lazy or worse, playing around. My previous campaigns have usually involved giving the players a set goal and letting them loose; this is the first time I'm using a "mission" structure (at my players' request, since we just got done with one open world game and are still in the middle of another), and I'm concerned I'll make it seem patronizing.
So does anyone else have experience with this? What are some tricks or clues you've used in the past? What mannerisms have worked well for keeping the players satisfied even after the reveal?
What I'm concerned about is how to play him intelligently without having the eventual reveal make the party feel as though he could have done all of their tasks himself. Gold dragon fluff is that they apparently manipulate heroes into going where they're needed all the time; I want to play that but not have him come off as just lazy or worse, playing around. My previous campaigns have usually involved giving the players a set goal and letting them loose; this is the first time I'm using a "mission" structure (at my players' request, since we just got done with one open world game and are still in the middle of another), and I'm concerned I'll make it seem patronizing.
So does anyone else have experience with this? What are some tricks or clues you've used in the past? What mannerisms have worked well for keeping the players satisfied even after the reveal?