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<blockquote data-quote="buddhafrog" data-source="post: 5281222" data-attributes="member: 86605"><p>I wrote my last post before I read the other comments -- now I have a comment for you other posters:</p><p></p><p>You're a bunch of weak-kneed pansies <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> yeah, I'm talking to you, too.</p><p></p><p>I do get the point that if done poorly, this could suck. but give the original poster some slack - possibly he could do it well and avoid the pitfalls, no? This could immediately create group unity, identity, and motivation.</p><p></p><p>I'm assuming this poster will avoid a couple potential problems: </p><ul> <li data-xf-list-type="ul">make sure this beating/capture sequence doesn't take too much time! The fun will be how to escape or seek revenge.</li> <li data-xf-list-type="ul">before you play, make sure your players know the game - I usually start all new players in a one/two encounter trial fight combining some skill checks to make sure they know the basics how to play first. But this isn't really part of the campaign save for the fact that they are using their characters.</li> <li data-xf-list-type="ul">give them options once they are in prison. Slack guards, cell mate of interest, the rogue PC successfully hid his tools to aid in the escape, the window grate is rusty/shabby and the fighter might be able to bust it open, etc... </li> </ul><p></p><p>There is no railroading here. The DM just starts his campaign in prison, with a short scenario to provide some group bonding and set the campaign in motion.</p><p></p><p>I do agree with many of the general points posters have made, but I think we should give the DM some credit for being able to do this correctly. </p><p></p><p>Added point for any campaign: the opening situation/encounter should further the story of the campaign. If the PC's don't want anything to do with being outlaws, or at least outlaws in this area, but rather see themselves as this village's heroes, well, this would be a problem of course.</p></blockquote><p></p>
[QUOTE="buddhafrog, post: 5281222, member: 86605"] I wrote my last post before I read the other comments -- now I have a comment for you other posters: You're a bunch of weak-kneed pansies :D yeah, I'm talking to you, too. I do get the point that if done poorly, this could suck. but give the original poster some slack - possibly he could do it well and avoid the pitfalls, no? This could immediately create group unity, identity, and motivation. I'm assuming this poster will avoid a couple potential problems: [LIST] [*]make sure this beating/capture sequence doesn't take too much time! The fun will be how to escape or seek revenge. [*]before you play, make sure your players know the game - I usually start all new players in a one/two encounter trial fight combining some skill checks to make sure they know the basics how to play first. But this isn't really part of the campaign save for the fact that they are using their characters. [*]give them options once they are in prison. Slack guards, cell mate of interest, the rogue PC successfully hid his tools to aid in the escape, the window grate is rusty/shabby and the fighter might be able to bust it open, etc... [/LIST] There is no railroading here. The DM just starts his campaign in prison, with a short scenario to provide some group bonding and set the campaign in motion. I do agree with many of the general points posters have made, but I think we should give the DM some credit for being able to do this correctly. Added point for any campaign: the opening situation/encounter should further the story of the campaign. If the PC's don't want anything to do with being outlaws, or at least outlaws in this area, but rather see themselves as this village's heroes, well, this would be a problem of course. [/QUOTE]
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