Pledging: potential perks and pitfalls
Posted: 08 Jul 2020, 18:24
I think this interesting tangent of James' from the Jedi Temple Challenge thread is worthy of its own thread.
James, as you played a Knightmare RPG character who came to choose the dark side over the forces of good, I can see why this might interest you....
Two teams were given spells by Mogdred (Series 2 Team 8: POWER, Series 3 Team 4: GLORY) which were never cast. I wonder what would have happened if they had cast them. Instant defeat presumably (i.e. power and glory for Mogdred), but it's always possible that something initially favourable to the team may have happened.
When Chris (Series 5 Team 7) became a goblin, I'd have liked to see a scene in which he fooled Skarkill or Sylvester Hands. Alternatively, his demise could have come from being recruited to the Opposition despite his protests. Not unlike the Knightmare gamebook endings where the player is transformed into an animal and must stay that way.
As for Dickon (Series 4 Team 6): the team were strongly nudged towards doing something with their poison bottle and OPPOSITE spell by Treguard (here's the scene), keeping them in the game and on course for victory. Had they pledged themselves to Malice, their penalty could have been to receive less help from Treguard (e.g. a single life force warning, rather than being told twice to "eat or drink something now").
JamesA wrote: ↑01 Jul 2020, 21:47What if a team actually pledged to someone like Mogdred or Malice in a vein similar to Jedi Temple Challenge?
Using Series 2 as an example, for instance a team could pledge to Mogdred in order for him to disperse of Ariadne's cobwebs in her lair, only to find that later on their quest they would have deal with the additional threat of a wraith/ghost at a location such as the wellway.
Returning to Dickon's quest, Malice appeared to them in the room prior to the Corridor of Blades. She could have said something such as the conveyor would be moving too quickly for them to dodge successfully, and by pledging to her she could then slow the conveyor down to give them a chance. Only for the team to reach the crumbling bridge afterwards and the blocks are falling down at a faster rate than usual.
A bit philosophical to conclude, but that necessity of a balance did make me think quite deeply. After all, if there was only good in a team's path without the imposing ordeal of any serious challenge I guess it would just make things a bit... boring.
James, as you played a Knightmare RPG character who came to choose the dark side over the forces of good, I can see why this might interest you....
Two teams were given spells by Mogdred (Series 2 Team 8: POWER, Series 3 Team 4: GLORY) which were never cast. I wonder what would have happened if they had cast them. Instant defeat presumably (i.e. power and glory for Mogdred), but it's always possible that something initially favourable to the team may have happened.
When Chris (Series 5 Team 7) became a goblin, I'd have liked to see a scene in which he fooled Skarkill or Sylvester Hands. Alternatively, his demise could have come from being recruited to the Opposition despite his protests. Not unlike the Knightmare gamebook endings where the player is transformed into an animal and must stay that way.
As for Dickon (Series 4 Team 6): the team were strongly nudged towards doing something with their poison bottle and OPPOSITE spell by Treguard (here's the scene), keeping them in the game and on course for victory. Had they pledged themselves to Malice, their penalty could have been to receive less help from Treguard (e.g. a single life force warning, rather than being told twice to "eat or drink something now").