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General Tabletop Discussion
*TTRPGs General
Advancing the plot without resorting to the ubiquitous "letter" from the evil mastermind
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<blockquote data-quote="uzirath" data-source="post: 8079440" data-attributes="member: 8495"><p>Depending on the cultural details of your game world, you can sometimes use languages this way. Why would this ostensible merchant have a primer on Infernal?</p><p></p><p>Or loot/gear that is linked to other plot elements. A group of bandits, for example, may be armed with high quality weapons. (I used that in a recent game... the PCs were immediately curious and took some of the weapons to a nearby city, eventually finding the blacksmith who made them and thus eventually connecting the bandits to a local lord who was encouraging them to prey on one of his enemies.) That's also a cliché, really, but it was more interesting than a letter from the lord in the chief's pocket.</p><p></p><p>Other quick ideas:</p><ul> <li data-xf-list-type="ul">Coins stamped with the seal of another kingdom.</li> <li data-xf-list-type="ul">Trade goods from an exotic region.</li> <li data-xf-list-type="ul">Something marked with a crest or coat of arms. (History check to figure out what it represents.)</li> <li data-xf-list-type="ul">A map to a rendezvous location.</li> <li data-xf-list-type="ul">A palantír, magic mirror, or other magical communication device. The PCs might try to trick the mastermind into believing that they represent the former lieutenant; the mastermind may be duped or play along to trick them later. Or he may just hang up on them, leaving them with a mystery to solve. Etc.</li> <li data-xf-list-type="ul">A receipt for a large deposit of funds into a mysterious account. (Fantasy Swiss Bank).</li> <li data-xf-list-type="ul">Evidence of blackmail.</li> </ul></blockquote><p></p>
[QUOTE="uzirath, post: 8079440, member: 8495"] Depending on the cultural details of your game world, you can sometimes use languages this way. Why would this ostensible merchant have a primer on Infernal? Or loot/gear that is linked to other plot elements. A group of bandits, for example, may be armed with high quality weapons. (I used that in a recent game... the PCs were immediately curious and took some of the weapons to a nearby city, eventually finding the blacksmith who made them and thus eventually connecting the bandits to a local lord who was encouraging them to prey on one of his enemies.) That's also a cliché, really, but it was more interesting than a letter from the lord in the chief's pocket. Other quick ideas: [LIST] [*]Coins stamped with the seal of another kingdom. [*]Trade goods from an exotic region. [*]Something marked with a crest or coat of arms. (History check to figure out what it represents.) [*]A map to a rendezvous location. [*]A palantír, magic mirror, or other magical communication device. The PCs might try to trick the mastermind into believing that they represent the former lieutenant; the mastermind may be duped or play along to trick them later. Or he may just hang up on them, leaving them with a mystery to solve. Etc. [*]A receipt for a large deposit of funds into a mysterious account. (Fantasy Swiss Bank). [*]Evidence of blackmail. [/LIST] [/QUOTE]
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Advancing the plot without resorting to the ubiquitous "letter" from the evil mastermind
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