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Advice wanted on Player Vs Player Situation
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<blockquote data-quote="Lanefan" data-source="post: 7310571" data-attributes="member: 29398"><p>Actually it's not unrealistic at all. If those being deceived don't look for deception, or don't expect it, the deceiver by default has all the advantage. This is what makes Illusionists so much fun to play! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>It also depends on the character, of course. In the example I gave the character's class was Assassin and she had already established in her backstory that disguise and deception were her primary tools of the trade (in other words, more a spy than a killer).</p><p></p><p>Nobody is saying you have to do anything labour-intensive for the exile. A "session" in the local pub over a pint every now and then - twice a year? - should do; and what's to complain about an excuse to go to the pub for a beer? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>You've reminded me of a story from my game a long time ago, though:</p><p></p><p>A big party (11 characters?) is far from civilization, en route to whatever adventure they're on, when it all blows up. Arguments, fights, weapons drawn, spells cast - end result is that several characters walk out on the party, turn around and head home. Meanwhile the rest of the party carries on.</p><p></p><p>But those who walk out don't in fact head home. What they do instead is secretly follow the party (which meant I did have to quietly run them in parallel) until a few sessions later the main party gets into some sort of mess they can't handle and the followers come crashing in to save the day. All - well, nearly all - is forgiven, and the reunited group soldiers on.</p><p></p><p>If I were playing Harry and got tossed, I'd be looking for an opportunity like this... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7310571, member: 29398"] Actually it's not unrealistic at all. If those being deceived don't look for deception, or don't expect it, the deceiver by default has all the advantage. This is what makes Illusionists so much fun to play! :) It also depends on the character, of course. In the example I gave the character's class was Assassin and she had already established in her backstory that disguise and deception were her primary tools of the trade (in other words, more a spy than a killer). Nobody is saying you have to do anything labour-intensive for the exile. A "session" in the local pub over a pint every now and then - twice a year? - should do; and what's to complain about an excuse to go to the pub for a beer? :) You've reminded me of a story from my game a long time ago, though: A big party (11 characters?) is far from civilization, en route to whatever adventure they're on, when it all blows up. Arguments, fights, weapons drawn, spells cast - end result is that several characters walk out on the party, turn around and head home. Meanwhile the rest of the party carries on. But those who walk out don't in fact head home. What they do instead is secretly follow the party (which meant I did have to quietly run them in parallel) until a few sessions later the main party gets into some sort of mess they can't handle and the followers come crashing in to save the day. All - well, nearly all - is forgiven, and the reunited group soldiers on. If I were playing Harry and got tossed, I'd be looking for an opportunity like this... :) Lanefan [/QUOTE]
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