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Assassinate the Emperor?
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<blockquote data-quote="Scott Christian" data-source="post: 7637579" data-attributes="member: 6901101"><p>Sandbox kind of implies he can go this route. I get it though, it's a route that's doomed for failure, or at best, they succeed, yet all your material is wasted.</p><p></p><p>If you're asking how others would handle it, I would let them do it. I would create an entirely new quest line: </p><p>- finding the right plants for poison (troll lair sounds good) </p><p>- meeting with the Dark Brotherhood (if they are around) </p><p>- going to find some coin to bribe specific guards</p><p>- breaking into the library (golem guarded or something like that) to steal the blue prints of the castle</p><p>- gathering intel from the local thieve's guild on secret passages the King may try to escape from</p><p>- having a detective start to catch on to his scheme (could be your protagonist)</p><p>- maybe a quest for invisibility cloaks or something in some ruins</p><p>- then, let the story come to a climax - them breaking in, try to kill the king, and then escape!</p><p></p><p>A good adventure. Lots of room for double-crossing. And saves your source material for another campaign. </p><p></p><p>(And, on a personal note, I always talk to my group ahead of time about character motivations and alignment. If they veer from this, they need a exigence, not just for them but for the group. But, if they just always want to play opposition to whatever the gamemaster's story is, then maybe they aren't built for a campaign that's story driven. Maybe they're better off with dungeon crawls.)</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 7637579, member: 6901101"] Sandbox kind of implies he can go this route. I get it though, it's a route that's doomed for failure, or at best, they succeed, yet all your material is wasted. If you're asking how others would handle it, I would let them do it. I would create an entirely new quest line: - finding the right plants for poison (troll lair sounds good) - meeting with the Dark Brotherhood (if they are around) - going to find some coin to bribe specific guards - breaking into the library (golem guarded or something like that) to steal the blue prints of the castle - gathering intel from the local thieve's guild on secret passages the King may try to escape from - having a detective start to catch on to his scheme (could be your protagonist) - maybe a quest for invisibility cloaks or something in some ruins - then, let the story come to a climax - them breaking in, try to kill the king, and then escape! A good adventure. Lots of room for double-crossing. And saves your source material for another campaign. (And, on a personal note, I always talk to my group ahead of time about character motivations and alignment. If they veer from this, they need a exigence, not just for them but for the group. But, if they just always want to play opposition to whatever the gamemaster's story is, then maybe they aren't built for a campaign that's story driven. Maybe they're better off with dungeon crawls.) [/QUOTE]
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