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<blockquote data-quote="Zmajitamnica" data-source="post: 8766553" data-attributes="member: 7037741"><p>Hey thanks for the input. I generally also dislike giving PCs a "must-do", but how else can you incentivise them to do stuff in a one-off? It just seems like it lets you jump into the fun bits a bit faster if they know they are person X, here to do mission Y.</p><p></p><p>The reason for them working together is that none of their missions can really be completed with a missing king. That's why, I'm assuming, they'll at least try to work together to get the king back (even if it is just to kill him later, framing another nation's ambassador). But no plan survives contact with the enemy, so I don't know what weird and unexpected tangents the players might go off on, how they might interpret their mission's "success", etc., so I can't 100% guarantee it'll go like that and being a relatively new GM I'm kind of scared of having to improvise a reason for them to stick together if they don't naturally decide to do so!</p><p></p><p>The idea re being suspects is very interesting, if I go down that route (i.e. escape and clear your name), do you think I should still keep the secret missions? Or would that be a bit too much at that point?</p></blockquote><p></p>
[QUOTE="Zmajitamnica, post: 8766553, member: 7037741"] Hey thanks for the input. I generally also dislike giving PCs a "must-do", but how else can you incentivise them to do stuff in a one-off? It just seems like it lets you jump into the fun bits a bit faster if they know they are person X, here to do mission Y. The reason for them working together is that none of their missions can really be completed with a missing king. That's why, I'm assuming, they'll at least try to work together to get the king back (even if it is just to kill him later, framing another nation's ambassador). But no plan survives contact with the enemy, so I don't know what weird and unexpected tangents the players might go off on, how they might interpret their mission's "success", etc., so I can't 100% guarantee it'll go like that and being a relatively new GM I'm kind of scared of having to improvise a reason for them to stick together if they don't naturally decide to do so! The idea re being suspects is very interesting, if I go down that route (i.e. escape and clear your name), do you think I should still keep the secret missions? Or would that be a bit too much at that point? [/QUOTE]
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