KidCthulhu
First Post
Start the game in media res, or in the middle, to englishify the phrase. Begin with the party tied up, sans weapons or spells in the dungeon of whomever you want to kidnap them. Let them escape, overhear or otherwise discover the evil plans of the bad guys. The evil deal is going down, and it's going down in the very spot where they are. A spot that is heavily guarded from the outside, or extraplaner, or a Daern's fortress, something that it would be damn near impossible for them to get into in normal circumstances.
Then once you've got them really jazzed about what it is they're up against, and the challenge of finding their stuff and stomping the evil as a parting gift, snap the action back to your ambush. Comic books and movies do this well. Have a player look at a wound on his arm or a shiner, and flash, they're in the ally and fist is meeting face. That way your players will realize that they need to get captured, on a metagame level, but the characters won't. You'll have their buy in to the story, and that's nine tenths of the battle with a kidnapping.
Then you can hit them with a really tough ambush, and don't pull any punches. The players will know that it's ok to lose, because they'll have a chance to redeem themselves later.
Then once you've got them really jazzed about what it is they're up against, and the challenge of finding their stuff and stomping the evil as a parting gift, snap the action back to your ambush. Comic books and movies do this well. Have a player look at a wound on his arm or a shiner, and flash, they're in the ally and fist is meeting face. That way your players will realize that they need to get captured, on a metagame level, but the characters won't. You'll have their buy in to the story, and that's nine tenths of the battle with a kidnapping.
Then you can hit them with a really tough ambush, and don't pull any punches. The players will know that it's ok to lose, because they'll have a chance to redeem themselves later.
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