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*Dungeons & Dragons
2 year campaign down the drain?
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<blockquote data-quote="SlyGallant" data-source="post: 7974477" data-attributes="member: 7023476"><p>Sorry, don't have a lot of time to flesh this idea out right now, but if you like it you can ask me for more details and I will flesh it out a little more.</p><p></p><p>For something like this, I would give the players an "out" if they were smart enough to use it. A sort of side quest to get them out of the mess they have created.</p><p></p><p>They don't just get a free pass, so they still take the game seriously, but you can guide them in the direction of the side quest so you don't need to throw 2 years old campaign down the drain.</p><p></p><p>For example, have the players be legitimately outlaws, so they can see the consequences of their actions, but at the same time have a group of dopplegangers, (or changelings, whatever fits your narrative better) that use the identities of known criminals to commit crimes. That way when people start investigating the crime, it seems more likely to have been committed by the known criminals the dopplegangers impersonate than had they picked random identities</p><p></p><p>This is relevant, because if your heroes become wanted criminals, the dopplegangers may end up using their identities to rob a bank, you're players find out, unmask the dopplegangers, annnnnnd pin their other crimes on the dopplegangers too.</p><p></p><p>I find side quests like this are labor intensive enough that the players want to avoid it, but still fun enough that they don't feel like they are being "punished" (because who wants to take 3 or so hours out of their busy schedule just to feel like they are getting punished for "not playing the game right"). The actions still have consequences that have weight, and if "murder hoboing" becomes a problem, you can have a conversation with your players outside of the campaign.</p><p>Sorry, that's all I have time for. I'll check back and see what you think of something like this later. I'd you are partial to the idea then I can help expand it</p></blockquote><p></p>
[QUOTE="SlyGallant, post: 7974477, member: 7023476"] Sorry, don't have a lot of time to flesh this idea out right now, but if you like it you can ask me for more details and I will flesh it out a little more. For something like this, I would give the players an "out" if they were smart enough to use it. A sort of side quest to get them out of the mess they have created. They don't just get a free pass, so they still take the game seriously, but you can guide them in the direction of the side quest so you don't need to throw 2 years old campaign down the drain. For example, have the players be legitimately outlaws, so they can see the consequences of their actions, but at the same time have a group of dopplegangers, (or changelings, whatever fits your narrative better) that use the identities of known criminals to commit crimes. That way when people start investigating the crime, it seems more likely to have been committed by the known criminals the dopplegangers impersonate than had they picked random identities This is relevant, because if your heroes become wanted criminals, the dopplegangers may end up using their identities to rob a bank, you're players find out, unmask the dopplegangers, annnnnnd pin their other crimes on the dopplegangers too. I find side quests like this are labor intensive enough that the players want to avoid it, but still fun enough that they don't feel like they are being "punished" (because who wants to take 3 or so hours out of their busy schedule just to feel like they are getting punished for "not playing the game right"). The actions still have consequences that have weight, and if "murder hoboing" becomes a problem, you can have a conversation with your players outside of the campaign. Sorry, that's all I have time for. I'll check back and see what you think of something like this later. I'd you are partial to the idea then I can help expand it [/QUOTE]
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