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Inspiration for an urban intrigue/espionage adventure
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<blockquote data-quote="Magean" data-source="post: 7180177" data-attributes="member: 6896297"><p>Thanks! Yep, I wasn't confident enough to really start my planned storyline as there were too many loose ends whose resolution depended on players' behavior. Now I have a better idea of the direction things are going to take.</p><p></p><p>So, most of my prep time went into reading enough about the setting to be able to develop the city "off the cuff" and make it come to life in a (in fantasy-terms) plausible way, rather than detailing a storyline.</p><p></p><p>For instance, I planted a few seeds to anchor characters in the setting. One discovered that his former captain, which he respected but thought dead, had survived and become a street lord offering employment to idle veterans. Another had a relative running an inn. A third player, tasked by his organization to discover and study unusual animals, got a raptor from barbarians encountered in the market place for exotic goods.</p><p></p><p>I also had a few memorable locations at hand: a museum, the bazaar of the bizarre mentioned above, a mobster-populated tavern hidden by a dimensional door, a not-truly-haunted abandoned cathedral, and more. But these were the ones players visited.</p><p></p><p></p><p></p><p>Sounds like the rational thing to do. However, what happens if the guards don't understand immediately what's really going on? The lair is vast after all, they need not meet all involved parties right away.</p></blockquote><p></p>
[QUOTE="Magean, post: 7180177, member: 6896297"] Thanks! Yep, I wasn't confident enough to really start my planned storyline as there were too many loose ends whose resolution depended on players' behavior. Now I have a better idea of the direction things are going to take. So, most of my prep time went into reading enough about the setting to be able to develop the city "off the cuff" and make it come to life in a (in fantasy-terms) plausible way, rather than detailing a storyline. For instance, I planted a few seeds to anchor characters in the setting. One discovered that his former captain, which he respected but thought dead, had survived and become a street lord offering employment to idle veterans. Another had a relative running an inn. A third player, tasked by his organization to discover and study unusual animals, got a raptor from barbarians encountered in the market place for exotic goods. I also had a few memorable locations at hand: a museum, the bazaar of the bizarre mentioned above, a mobster-populated tavern hidden by a dimensional door, a not-truly-haunted abandoned cathedral, and more. But these were the ones players visited. Sounds like the rational thing to do. However, what happens if the guards don't understand immediately what's really going on? The lair is vast after all, they need not meet all involved parties right away. [/QUOTE]
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