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Action Prologues: Kicking Things Off In Style
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<blockquote data-quote="pukunui" data-source="post: 6269542" data-attributes="member: 54629"><p>Great ideas!</p><p></p><p>Yeah, I'd be sure to give them a reason why in the background info ("You went into this temple to steal a certain macguffin for someone and you managed to get your hands on it, but now you're being chased back out by a horde of whatever").</p><p></p><p>Ha! That's awesome!</p><p></p><p>Any particular reason?</p><p></p><p>Yes, this is an issue I always strive to address when I GM, as it bugs the heck out of me when I'm a player and the GM doesn't provide a compelling enough incentive for the PCs to all stick together.</p><p></p><p>In my particular case, I'm toying with the idea of having the PCs be a group trying to gain entry into an adventurer's guild. They've been sent on a mission to obtain some macguffin and bring it safely back to their guild handler, who is waiting with a getaway cart nearby. The handler, however, rather than rescuing them ends up kidnapping them and throwing them in a dungeon naked. Should they succeed in getting out, they will be told that the kidnapping was a final surprise test and they are now members of the guild. (A few years ago, there was a TV program about the trials NZ SAS hopefuls have to go through, which culminates in a wilderness survival "behind enemy lines" scenario, where they have to evade their enemies and make it safely back to a caravan of friendlies, who turn out to be enemies too; the hopefuls then have to stand up to torture and such as a final test before being inducted into the SAS; my idea is loosely based on that).</p></blockquote><p></p>
[QUOTE="pukunui, post: 6269542, member: 54629"] Great ideas! Yeah, I'd be sure to give them a reason why in the background info ("You went into this temple to steal a certain macguffin for someone and you managed to get your hands on it, but now you're being chased back out by a horde of whatever"). Ha! That's awesome! Any particular reason? Yes, this is an issue I always strive to address when I GM, as it bugs the heck out of me when I'm a player and the GM doesn't provide a compelling enough incentive for the PCs to all stick together. In my particular case, I'm toying with the idea of having the PCs be a group trying to gain entry into an adventurer's guild. They've been sent on a mission to obtain some macguffin and bring it safely back to their guild handler, who is waiting with a getaway cart nearby. The handler, however, rather than rescuing them ends up kidnapping them and throwing them in a dungeon naked. Should they succeed in getting out, they will be told that the kidnapping was a final surprise test and they are now members of the guild. (A few years ago, there was a TV program about the trials NZ SAS hopefuls have to go through, which culminates in a wilderness survival "behind enemy lines" scenario, where they have to evade their enemies and make it safely back to a caravan of friendlies, who turn out to be enemies too; the hopefuls then have to stand up to torture and such as a final test before being inducted into the SAS; my idea is loosely based on that). [/QUOTE]
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Action Prologues: Kicking Things Off In Style
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