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<blockquote data-quote="ThirdWizard" data-source="post: 2782695" data-attributes="member: 12037"><p>What if the PCs have no desire to prove their innocence? Most PCs, in my experience, will flee to another country, remain on the run, and never try to prove anything legally. If they end up with that, do you further push them back on the path that you have envisioned?</p><p></p><p>It's counter-productive to start with a railroading adventure as the first session of a game if you intend not to have a railroading campaign. If the campaign is it is isn't going to involve much railroading, then there's no reason for the PCs to ever be on the run.</p><p></p><p>A better solution might be to start the game after all this has occured so that the encounter is background information. Give the Players the details as a handout, say it happened a year ago, and give the PCs contacts within the government/clergy/etc that they've gained in the past year. Give the PCs some important information that only these people believe and have the NPCs want the PCs to try and bring this information to light.</p><p></p><p>Thus, no railroading, the NPCs are pushing in character for events to occur but the PCs can make up their own minds, they're fugitives from the law but they have help so they probably won't skip the country, and they can have goals that mesh with your story.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 2782695, member: 12037"] What if the PCs have no desire to prove their innocence? Most PCs, in my experience, will flee to another country, remain on the run, and never try to prove anything legally. If they end up with that, do you further push them back on the path that you have envisioned? It's counter-productive to start with a railroading adventure as the first session of a game if you intend not to have a railroading campaign. If the campaign is it is isn't going to involve much railroading, then there's no reason for the PCs to ever be on the run. A better solution might be to start the game after all this has occured so that the encounter is background information. Give the Players the details as a handout, say it happened a year ago, and give the PCs contacts within the government/clergy/etc that they've gained in the past year. Give the PCs some important information that only these people believe and have the NPCs want the PCs to try and bring this information to light. Thus, no railroading, the NPCs are pushing in character for events to occur but the PCs can make up their own minds, they're fugitives from the law but they have help so they probably won't skip the country, and they can have goals that mesh with your story. [/QUOTE]
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