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<blockquote data-quote="Neonchameleon" data-source="post: 5283515" data-attributes="member: 87792"><p>Glad it worked.</p><p> </p><p>That description was much better than what you said you'd do. In fact just about every element of the premise that we were uniformly agreeing was bad didn't happen <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=":)" /> The players chose to turn themselves in rather than be arrested and beaten. They chose to decline the map - and this worked with logical consequences. In short, it worked because the players were in charge of the destiny of the PCs.</p><p> </p><p>If you'd made having the PCs wanted for questioning the premise - and people set after them only if they didn't go willingly, I don't think anyone would have objected.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5283515, member: 87792"] Glad it worked. That description was much better than what you said you'd do. In fact just about every element of the premise that we were uniformly agreeing was bad didn't happen :) The players chose to turn themselves in rather than be arrested and beaten. They chose to decline the map - and this worked with logical consequences. In short, it worked because the players were in charge of the destiny of the PCs. If you'd made having the PCs wanted for questioning the premise - and people set after them only if they didn't go willingly, I don't think anyone would have objected. [/QUOTE]
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