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<blockquote data-quote="Hussar" data-source="post: 5280477" data-attributes="member: 22779"><p>Myke17 - whoa, whoa, whoa. </p><p></p><p>Storyline? A+. Sounds like fun. You got a map, you got court intrigue, you got the makings of some interesting stuff.</p><p></p><p>But WAY too heavy handed. Your players will not thank you for this. They will resent being forced into a lockstep railroad, and, if my experience is any judge, they will do everything in their power to kill the captain of the guard and screw him over. Possibly in that order.</p><p></p><p>You have to make them WANT to help the captain eliminate the Duke. Give them the reins and let them decide what direction they want to take this in. Maybe they'll take the simple route and help the captain. Maybe they'll want to help the Duke. Maybe they sell out the captain to the Duke for a better deal. Maybe they say screw it and find a fast horse out of town.</p><p></p><p>But, the best thing you can do for new players is to let them make the big decisions.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5280477, member: 22779"] Myke17 - whoa, whoa, whoa. Storyline? A+. Sounds like fun. You got a map, you got court intrigue, you got the makings of some interesting stuff. But WAY too heavy handed. Your players will not thank you for this. They will resent being forced into a lockstep railroad, and, if my experience is any judge, they will do everything in their power to kill the captain of the guard and screw him over. Possibly in that order. You have to make them WANT to help the captain eliminate the Duke. Give them the reins and let them decide what direction they want to take this in. Maybe they'll take the simple route and help the captain. Maybe they'll want to help the Duke. Maybe they sell out the captain to the Duke for a better deal. Maybe they say screw it and find a fast horse out of town. But, the best thing you can do for new players is to let them make the big decisions. [/QUOTE]
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