Assassination of the Prince

If you want the joy of letting the group "succeed" in their plan without using realistically difficult defenses, let them try their assassination plan - except they're actually killing a doppelgänger. The dopp can either be a loyal bodyguard or (more fun) someone who has already kidnapped the prince to take his place... and since the prince is still alive and hidden, a different doppelgänger will show back up tomorrow. Now the group has to rescue the prince in order to kill him!

that's awesome! I need to find a way to point towards the end of this campaign b/c the school year is ending in Feb b/c this is for a school class... but this idea is good enough that I might try to find a way to do it.
 

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It might solve those problems up-thread where a real prince would be too well protected for a low level group to slay. A doppelganger duplicate could easily be over-confident due to his telepathy, and you could give your group a fun, challenging, memorable fight without feeling like you were making it too easy.

Heh. Imagine the hilarity after they kill the "prince." the guard rushes in. "these heroes have slain a pretender! They have killed the prince's abductor! Long live the heroes!" And then the group is given a celebratory banquet and parade, hailed as heroes, and sent off to rescue the REAL prince from where the doppelgangers are holding him.

Uh oh. Do they rescue him to great acclaim, or assassinate him? Or both? Fun, tough choice!

-- o --

My rule of thumb in game design:

1. Take a trope ("assassinate the prince")
2. Say "yes, and..." as you twist it in an unexpected way ("what if it's not really the prince, but hints at a much deeper plot?")
3. Say "yes, and..." as you figure out the consequences (does a new dopp arrive, thwarting their plans? do they get hailed as heroes when they really really aren't?)

Keeps the players on their toes.
 
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