Is selling the PCs into slavery cheap cliche drama or is there actual merit in there somewhere for character growth?
might be interesting if there's a goal besides magical realm shit. If they were beaten by a foe who routines takes slaves, it's fitting. A slave uprising ark is a time-honored tradition in fiction. But having them get captured and enslaved in their sleep is shitty.
I dunno about character growth, but slave rebellions are fun as fuck to play through... and sometimes there's an element of fun to using improvised tools and makeshift weapons instead of your super uber-powerful adventuring gear.
What I'd like to see for once is a somewhat more reasonable depiction of Ancient Slavery. Are you really going to send the bookish wizard to the salt mines to slave away for the rest of his days, or are you going to use him as a private tutor for the children of rich fucks? Would the skilled and feared fighter really die aboard a galley after his spine contorted to an unnatural position, or would he be more effective as a private bodyguard for a notable family?
It'd be interesting if the PCs started out as slaves fulfilling different roles around some noble family's estate. It'd also provide a convenient backstory for their non-combat skills.
>Literally the backstory for the last wizard I played.
It seems like a basic pretext for getting the party together and making them take orders from somewhere.
If it happens midgame, then its a pretext for shaking things up by stripping the pcs of the resources and influence they had accumulated. Some players will call that cheap, but it might actually be just what your game needs.
Say your players are idjits, and manage to geth themselves thoroughly defeated in fair combat. Not because of bad luck, but because they are too careless to consider they might loose.
When your players are fucktards, sometimes enslaving them is better for the game than giving them the death they walked right into (by being unprepared fucktards). At least it gives them a second chance. Plus, they get some consequences of "lol i died, respawn."
Besides, making them earn their freedom as gladiators is fun.
A group I was in had a "that guy".
Always playing on his phone, always made big-breasted female characters and provided WAY too much description of their sluttish exploits.
Often didn't even pay attention- my favorite story about him is when his turn came up and he declared "I cast this on the guy next to me", rolled the dice and went back to candy crush. Later complained about his new title of "The guy who melted the Pope".
Last straw came when he left a session early with no warning. He told the group "just do whatever with my character". So they sold the character into slavery.
This seems like it's better to start a campaign with(ie, you start as slaves and escape), rather than something pulled out later on.
Only game I've had with slavery was the former, where we were slaves at the start and escaped on the road to find a better place to call home.....or that's what the DM intended. Instead, we stole a boat and became pirates. The DM thought it was fucking hilarious and ran with it.
Not so much character growth but escaping can be fun
Just don't railroad them into it though the players should have a chance of fighting off getting captured in the first place.
Time it right and you can get away with making it near impossible to avoid but I don't have time to go into the specifics of how hard you can make things indifrent situations.
It works as a plot device, I suppose, if you either need to get rid of a character because his player won't be able to continue the campaign, for example, or just as the next stage in the story unfolding.
All great stories, as with all great art, need a bit of misery in them. I really don't understand where this idea that everything has to be super duper fun all the time and can never be the least bit challenging or thought provoking comes from.
>party is confronted by a band of slavers, was pretty obvious given the number of enemies we were supposed to lose this one
>charge the guy who was very obviously their leader, butchering several slavers on the way
>defeat him in single combat as the rest of the party holds off the rabble
>inform the slavery company that they work for me now
>spend the rest of the campaign making lodsemone by trading slaves
Every single fantasy setting that exists as anti magic materials. And guess what slaves do in-fact normally wear bonds on them. Just stick a collar on him that cancels out his magic abilities. Makes a great show of strength when visitors see you have a wizard slave teaching your 6 year old basic math.
Actually, rings binding wizards has some basis in mythology, doesn't it? I seem to recall a story about a wizard getting stuck with an iron ring on each finger and being unable to use his magic until he could get them removed.