But unless I missed something, this what not communicated to the PC.
That's not the point. My players often don't know which are the better options when they pick one. They have best guesses, and are usually correct. But I wouldn't confront them and tell them "don't worry, it's a push-over anyways."
I'm not denying that it can make sense. But as best I can tell, it is far from entailed. Which is the difference.
The mercenary PC, by surrendering, is potentially forfeiting his PC. It's somewhat analogous to throwing down one's weapons in a fight. Whereas the other PCs don't need to go against character at all. All they have do to is to refuse to act on an unsound inference (that flight is a sign of guilt) by drawing on what they already know (about the character of the PC who helped fight goblins).
Two things, here:
1) The mercenary PC might be forfeiting his PC by surrendering. When he announced that he was running, the GM asked his players about support if he did, and they didn't support it. He is most certainly forfeiting him if he runs.
2) We don't know their perceptions of the mercenary. They might see him as a mercenary, in it for the money, with no investment in the town. He seems not to have much, according to the original poster
and player, so that perception doesn't seem unreasonable.
Hang on. Having the PC falsely accused of a crime, and then trying to push the resolution of that scene in one or two particular directions (surrender or bribery) is a light touch,
No. That's why I called it "heavy-handed":
JamesonCourage said:
No, you're right, you can try a heavy-handed follow-up encounter. Of course, the player indicated he didn't like them. Not just about the hypothetical zombies/children, but about the situation that found him originally.
Yeah. Heavy-handed.
but framing a scene involving two PCs - who are, ostensibly, the protagonists of the piece - while leaving the resolution to the players of those PCs, is heavy handed!
I don't follow this notion of heavy-handed!
Hope that clears it up for you. They both are. He appears to dislike things being forced upon him. He seems, based on the original post, to be pointed in a direction he can follow, through "hints" from the GM. Not put on the spot in a heavy-handed way.
I'm being consistent here. Maybe you missed it. As always, play what you like
Y'know, it's funny. People talk about "consequences" in their campaigns. "My campaign has consequences! The PC's did something and this is the consequence of that action."
But, if you notice, the consequences are 100% in favor of whatever the DM wants to have happen and completely against the player. The consequences never fall in the PC's favor. I mean, it could be just as reasonable of a consequence for the PC to flee the town, the girl to feel bad about what happened and confess to the sheriff that there was nothing to the charges. Presuming that the PC hangs around to clear his name, the problem goes away and we're all good.
Consequences can go both ways, of course. The PCs are perceived to do something for someone, they get rewarded. The PCs are perceived to do something against someone, they get confronted. This seems to make sense to me, unless they're too powerful to be confronted (also a possibility).
We do know, however, that the PC most likely wasn't planning on clearing his name. If he did, some interesting stuff could unfold, indeed.
Heck, the girl could catch up with the PC (being a local and knowing a nifty shortcut to the watering hole where the PC was watering his horse) and tell him that she'll confess everything if he just comes back to town with her.
There's no reason this couldn't be the case. It could be heavy-handed, or it could naturally unfold from her feelings. I think it's probably somewhere in between.
But, no. The only "consequence" that is being allowed here is that if the PC doesn't go along with what the DM wants to have happen, his character gets ejected from the campaign.
Saying "my character is leaving" and having the other players say "I won't support you if you leave" means, yeah, he's gone. That seems very straightforward, and I don't see the GM's being the one enforcing it upon the player.
And that, apparently, is not heavy handed DMing or railroading. It's just the "consequences" of the game world.

This is exactly why I say it's just as easy to railroad in a sandbox as a linear game. This is a textbook example. Go here or your character effectively dies.
This is because of the other players, not the GM. They effectively told him that they don't support him in running, and he said he'd most likely leave the area, since he has no strong ties. GM isn't forcing it at all in this picture.
But, I would say that the woman's claim and the whole situation was pretty heavy handed. I already said that. That's my view about a lot of adventure path material, though. I think it was only exacerbated when the GM took that material and pushed it more in favor of a preferred outcome. As always, play what you like
Really all three parties are at fault.
I agree with the sentiment (if the GM wants the players to avoid this in the future). The players should have made characters that would have each other's backs from the get-go, in my opinion. That's on all of them. The GM should have made sure it was the case, in my opinion. It takes an honest effort from the GM to make it happen, but the real onus is on the players. They need to make it so that "acting in character" and "supporting the party" make sense together, at least in a grand sense.
That doesn't mean they have to always agree or get along. But it should mean that the party is a truthful place. If he says "I didn't do it," then he didn't do it, and you believe it. If he says "I'm against us going through with this," then he's against it, and there's conflict, but it's well communicated, and a compromise might need to be struck. As always, play what you like
