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GM giving blind rumors and connections to adventure
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<blockquote data-quote="redrick" data-source="post: 7297266" data-attributes="member: 6777696"><p>For an upcoming single-session adventure I am running, I plan to start the game by giving each player a card with some sort of rumor, piece of information, or other tidbit on it. Standard stuff. I want these rumors to potentially be quite useful — a connection to an NPC in the dungeon, knowledge of secret locations in the dungeon, a key that they found on the road leading there, etc. I then plan to tell the players <em>not</em> to share this information with the other players. They can only share it with the other characters <em>if and when they believe their character would do so.</em> (Obviously fine if the characters pool all of their information, but I want to discourage it being the first thing that happens at the entrance to the dungeon, which is often what happens with rumor tables.)</p><p></p><p>For instance, one card might say:</p><p></p><p><em>Before you left, the Captain pulls you aside and says, "We have a contact on the inside, a goblin with a long scar from his eye to his chin. If you can get this coded message to him, he can help you, but you must not, under any circumstances, tell the others or do anything else to jeopardize his cover."</em></p><p><em></em></p><p></p><p>If this were the Hobbit, another might say:</p><p></p><p><em>As you traveled into the hills [where the dungeon is] you stumbled across a dull, golden ring lying on the side of the path. It exerts a strange pull on you.</em></p><p><em></em></p><p></p><p>I was then thinking, maybe I should give the cards blindly to the players, so that I also don't know who has what, or if anybody has it. Just for fun, to surprise myself a little. If the character recognizes the NPC from the card, they might try to give him the coded message. If nobody knows has it, nothing happens with that. Anybody here ever done anything like that? How did it work?</p></blockquote><p></p>
[QUOTE="redrick, post: 7297266, member: 6777696"] For an upcoming single-session adventure I am running, I plan to start the game by giving each player a card with some sort of rumor, piece of information, or other tidbit on it. Standard stuff. I want these rumors to potentially be quite useful — a connection to an NPC in the dungeon, knowledge of secret locations in the dungeon, a key that they found on the road leading there, etc. I then plan to tell the players [I]not[/I] to share this information with the other players. They can only share it with the other characters [I]if and when they believe their character would do so.[/I] (Obviously fine if the characters pool all of their information, but I want to discourage it being the first thing that happens at the entrance to the dungeon, which is often what happens with rumor tables.) For instance, one card might say: [I]Before you left, the Captain pulls you aside and says, "We have a contact on the inside, a goblin with a long scar from his eye to his chin. If you can get this coded message to him, he can help you, but you must not, under any circumstances, tell the others or do anything else to jeopardize his cover." [/I] If this were the Hobbit, another might say: [I]As you traveled into the hills [where the dungeon is] you stumbled across a dull, golden ring lying on the side of the path. It exerts a strange pull on you. [/I] I was then thinking, maybe I should give the cards blindly to the players, so that I also don't know who has what, or if anybody has it. Just for fun, to surprise myself a little. If the character recognizes the NPC from the card, they might try to give him the coded message. If nobody knows has it, nothing happens with that. Anybody here ever done anything like that? How did it work? [/QUOTE]
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