In my current campaign the players are currently in a city that instead of regular City Guard has statues worked into the architecture of nearly every building - the statues are actually golems that are activated when any wrongdoing takes place, thus the streets are kept safe by everyone being scared of death by golem. The golems are also the city's last line of defense (the other line of defense would be an untrained hastily raised militia of townsmen to man the walls). Due to the way they are controlled though, there are several problems with a guard force like that. Namely, they are bent to the will of a benevolent seeming master wizard, who might actually not be as benevolent as he seems (are they ever? )
The PCs will probably need to take out (or take control of) the golem army soon, and one of the paths to doing that is finding and reactivating the PREVIOUS golem army that was used as City Guard. Now, that will be the 'easy way out' and I want to make choosing that option morally gray. By that I mean activating the old golem army will lead to further problems down the road, so that when the PCs find the old army and the means to activate & control it, they will have to pause for a second and consider the consequences.
Where I ran into problems though is trying to imagine what might be wrong with the old golems (after all, they were shut down and replaced by the 'MkII'). Of course there could be a technical problem with them (maybe they lack the energy reserves to work for extended periods and thus would fail in case of the city being besieged), but that isn't exactly interesting enough. I would like it if there was something wrong with them, that might impact the quality of the life in the city negatively. Does anyone have any ideas what that might be?
The PCs will probably need to take out (or take control of) the golem army soon, and one of the paths to doing that is finding and reactivating the PREVIOUS golem army that was used as City Guard. Now, that will be the 'easy way out' and I want to make choosing that option morally gray. By that I mean activating the old golem army will lead to further problems down the road, so that when the PCs find the old army and the means to activate & control it, they will have to pause for a second and consider the consequences.
Where I ran into problems though is trying to imagine what might be wrong with the old golems (after all, they were shut down and replaced by the 'MkII'). Of course there could be a technical problem with them (maybe they lack the energy reserves to work for extended periods and thus would fail in case of the city being besieged), but that isn't exactly interesting enough. I would like it if there was something wrong with them, that might impact the quality of the life in the city negatively. Does anyone have any ideas what that might be?