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<blockquote data-quote="swrushing" data-source="post: 2782566" data-attributes="member: 14140"><p>Ok from a Gms perspective, what you are planning is a little far into the heavy handed to be very likely to not come off well. </p><p></p><p>Its certainly Ok to plan for the duke to die and for the purpose of the scenario being getting the duke dead. That story setup so that can be fine.</p><p></p><p>But its not as Ok and is more likely to produce bad results when combined with two things...</p><p></p><p>1. you don't see this scenario as being about spotlighting the PCs.EVERY scenario should be about spotlighting the PCs. The don't need to be the extras watching your NPCs do things. That likely will be no fun for the players.</p><p></p><p>2. If "the duke dies" is the gotta happen part of the plan, then you need to give your players something other than "protect the duke" as their motivation for being there. Right now, they are being hired, and presumably this will be a "no choice" job, to go with the duke and keep him happy yet you are preordaining that they have to fail no matter what. Its almost always BAD to script mandatory regardless of choices FAILURE for your PCs. </p><p></p><p>The combo of 1 and 2 make the PCs meaningless to this series of events. </p><p></p><p>So, what you might want to consider is adding some depth to your setup. Give the PCs a mission other than the one the duke proposes. Maybe, the day before, someone else comes to them and gives them a different goal, maybe he is suspicious of the duke and wants someone "unaffiliated with local politics" to watch him on this quest to see that he doesn't have sinister plans. Maybe he even has "proof" (which is conveniently not available right this second) of the duke's being involved in "an evil scheme". </p><p></p><p>But you need to look for what "meaningful choices" the PCs can make so that their time here isn't just hanging out with your cool NPCs while the NPCs do stuff and so that they have something to do that isn't total failure.</p></blockquote><p></p>
[QUOTE="swrushing, post: 2782566, member: 14140"] Ok from a Gms perspective, what you are planning is a little far into the heavy handed to be very likely to not come off well. Its certainly Ok to plan for the duke to die and for the purpose of the scenario being getting the duke dead. That story setup so that can be fine. But its not as Ok and is more likely to produce bad results when combined with two things... 1. you don't see this scenario as being about spotlighting the PCs.EVERY scenario should be about spotlighting the PCs. The don't need to be the extras watching your NPCs do things. That likely will be no fun for the players. 2. If "the duke dies" is the gotta happen part of the plan, then you need to give your players something other than "protect the duke" as their motivation for being there. Right now, they are being hired, and presumably this will be a "no choice" job, to go with the duke and keep him happy yet you are preordaining that they have to fail no matter what. Its almost always BAD to script mandatory regardless of choices FAILURE for your PCs. The combo of 1 and 2 make the PCs meaningless to this series of events. So, what you might want to consider is adding some depth to your setup. Give the PCs a mission other than the one the duke proposes. Maybe, the day before, someone else comes to them and gives them a different goal, maybe he is suspicious of the duke and wants someone "unaffiliated with local politics" to watch him on this quest to see that he doesn't have sinister plans. Maybe he even has "proof" (which is conveniently not available right this second) of the duke's being involved in "an evil scheme". But you need to look for what "meaningful choices" the PCs can make so that their time here isn't just hanging out with your cool NPCs while the NPCs do stuff and so that they have something to do that isn't total failure. [/QUOTE]
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