Adventure Hero: the Wannabees
Jul. 1st, 2008 03:22 pmThis isn't an idea I'm actively planning to pursue, but it's one based strongly off of someone else's idea of doing the opposite of a Points of Light campaign. I took the idea of a surplus of adventurers, and ran with it. It's a different way of looking at the dynamics of herodom.
Adventure Hero: the Wannabees
Heroes are rare, and famous: their deeds resound through every nation, kingdom and town, inspiring countless teenagers to train themselves up and become Adventurers. Adventurers unfortunately, are as common as mud; in fact there are far more adventurers, than places that need them. Even assuming that an adventuring band can get together, find a place too practice, get the time away from their real jobs to practice and weather the various personality conflicts that arise, most simply lack the talent to get anywhere.
The vast majority of adventuring bands disband after a few sessions of flailing around chasing dire gophers from a farmer's yard, even if they can get such a basic job, since the competition is fierce. More talented Adventuring bands get to guard caravans, act as security for warehouses, or if they're particularly attractive, protect the parties of wealthy nobles. And even there, the agents will rarely be able to wrangle enough payment for the party members to quit their regular jobs as field hands, alchemists assistants, or Innkeeper's daughters. Many agents also prefer to build up their own adventuring bands; slick looking, perfectly accoutered parties that look good at a festival even if their tactics and abilities are uninspired.
Only a tiny proportion of adventuring bands become even a little famous, and only a few every generation hit the heights of herodom. You're one of those plucky adventuring bands, sneaking away in the afternoon for combat practice, scraping together silver to buy an old sword. You may not know how hard the competition is, or you may not care, because you've got the tales of the great heroes ringing in your ears, the drive to succeed...maybe.
Adventure Hero: the Wannabees
Heroes are rare, and famous: their deeds resound through every nation, kingdom and town, inspiring countless teenagers to train themselves up and become Adventurers. Adventurers unfortunately, are as common as mud; in fact there are far more adventurers, than places that need them. Even assuming that an adventuring band can get together, find a place too practice, get the time away from their real jobs to practice and weather the various personality conflicts that arise, most simply lack the talent to get anywhere.
The vast majority of adventuring bands disband after a few sessions of flailing around chasing dire gophers from a farmer's yard, even if they can get such a basic job, since the competition is fierce. More talented Adventuring bands get to guard caravans, act as security for warehouses, or if they're particularly attractive, protect the parties of wealthy nobles. And even there, the agents will rarely be able to wrangle enough payment for the party members to quit their regular jobs as field hands, alchemists assistants, or Innkeeper's daughters. Many agents also prefer to build up their own adventuring bands; slick looking, perfectly accoutered parties that look good at a festival even if their tactics and abilities are uninspired.
Only a tiny proportion of adventuring bands become even a little famous, and only a few every generation hit the heights of herodom. You're one of those plucky adventuring bands, sneaking away in the afternoon for combat practice, scraping together silver to buy an old sword. You may not know how hard the competition is, or you may not care, because you've got the tales of the great heroes ringing in your ears, the drive to succeed...maybe.