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Gears of Revolution: Notes on my campaign
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<blockquote data-quote="Colmarr" data-source="post: 5635465" data-attributes="member: 59182"><p>It hadn't quite gotten to the stage where I needed to give too much thought as to how to deal with it. If it had gotten that far, I would likely have gotten the Flint police involved and broken up the brawl. After all, there were lots of them standing nearby at the checkpoint and they're not about to stand by why some dockers murder members of the RHC.</p><p> </p><p>I didn't go down the "we're not going to murder someone" route for the dockers because - at the end of the day - they specifically pull knives when the combat goes against them. That's a pretty clear indicator of motive in my book.</p><p> </p><p>It also helps to have Coulton & Co ready to be instant villains if I need some later in the campaign. Who's to say that there aren't officers in the RHC who will let a prisoner go in return for cash? Or that there aren't advocates out there that are skilled enough to achieve it? Or - perhaps best of all - that Margaret Saxby won't order them released (to extract vengeance from the PCs that imprisoned them) once she realises that the PCs are closing in on secrets she would prefer remained uninvestigated?</p><p> </p><p>Now that I've thought of that, I think Coulton & Co might make emotionally potent (but mechanically ineffective) bodyguards for Saxby when the showdown ultimately comes...</p><p> </p><p></p><p> </p><p>The mechanical gameplay certainly doesn't get lost. In fact, because of the framework I use (Rumble v5.1.3), virtually all of the mechanical stuff is handled for us, including auto-deducting ongoing damage, starting and ending EOYNT effects, prompting for saving throws etc.</p><p> </p><p>As for the roleplay aspect, I haven't noticed that big a change from when I was a face-to-face DM. Players that want to roleplay still will. Players that don't won't.</p><p> </p><p>You do need to be careful that the players aren't missing something because of not having anything other than aural cues. Normally they'd be able to see who you're looking at. They'd see your body language and they'd hear the tone of your voice. Some of that can get lost online even with VOIP software (we use Ventrillo), so you need to be careful of it.</p><p> </p><p></p><p> </p><p>Funny you mention it. </p><p> </p><p>The day of the session, I sent the whole group an email: "<span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white"><em>For those of you keen to dwell on something ahead of time, you may wish to ponder who would want to disrupt the launching of the newly-commissioned warship RNS Coaltongue.</em></span></span></span><span style="color: white"><em>"</em></span> </p><p> </p><p>I was planning on giving the party a +2 on their history roll for each of RangerWickett's four groups that they came up with on their own. Unfortunately for them, everyone jumped to the conclusion that it was Danor who'd be doing the dirty deed. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Colmarr, post: 5635465, member: 59182"] It hadn't quite gotten to the stage where I needed to give too much thought as to how to deal with it. If it had gotten that far, I would likely have gotten the Flint police involved and broken up the brawl. After all, there were lots of them standing nearby at the checkpoint and they're not about to stand by why some dockers murder members of the RHC. I didn't go down the "we're not going to murder someone" route for the dockers because - at the end of the day - they specifically pull knives when the combat goes against them. That's a pretty clear indicator of motive in my book. It also helps to have Coulton & Co ready to be instant villains if I need some later in the campaign. Who's to say that there aren't officers in the RHC who will let a prisoner go in return for cash? Or that there aren't advocates out there that are skilled enough to achieve it? Or - perhaps best of all - that Margaret Saxby won't order them released (to extract vengeance from the PCs that imprisoned them) once she realises that the PCs are closing in on secrets she would prefer remained uninvestigated? Now that I've thought of that, I think Coulton & Co might make emotionally potent (but mechanically ineffective) bodyguards for Saxby when the showdown ultimately comes... The mechanical gameplay certainly doesn't get lost. In fact, because of the framework I use (Rumble v5.1.3), virtually all of the mechanical stuff is handled for us, including auto-deducting ongoing damage, starting and ending EOYNT effects, prompting for saving throws etc. As for the roleplay aspect, I haven't noticed that big a change from when I was a face-to-face DM. Players that want to roleplay still will. Players that don't won't. You do need to be careful that the players aren't missing something because of not having anything other than aural cues. Normally they'd be able to see who you're looking at. They'd see your body language and they'd hear the tone of your voice. Some of that can get lost online even with VOIP software (we use Ventrillo), so you need to be careful of it. Funny you mention it. The day of the session, I sent the whole group an email: "[FONT=Calibri][SIZE=3][COLOR=white][I]For those of you keen to dwell on something ahead of time, you may wish to ponder who would want to disrupt the launching of the newly-commissioned warship RNS Coaltongue.[/I][/COLOR][/SIZE][/FONT][COLOR=white][I]"[/I][/COLOR] I was planning on giving the party a +2 on their history roll for each of RangerWickett's four groups that they came up with on their own. Unfortunately for them, everyone jumped to the conclusion that it was Danor who'd be doing the dirty deed. :) [/QUOTE]
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