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<blockquote data-quote="Wolf1066" data-source="post: 5270754" data-attributes="member: 88680"><p>I specifically told my players when they started my game that it was not going to be a hack-n-slash fest and that there were generally more ways to get things done than by goin' in guns a-blazin'.</p><p></p><p>I also told them that there are no "goodies" and "baddies" outside of people's own personal opinions - that everyone justifies their own actions in their own ways - even career criminals and corrupt politicians - and they can just as easily be viewed as the "baddies" for attempting to scotch someone's carefully-laid plans.</p><p></p><p>It seems to have worked - they've only been in one combat situation and I thrust that upon them (they were helping someone and were attacked by organleggers), they've also taken steps to avoid combat. When things got too bad for the organleggers, those still standing surrendered and were taken prisoner until the police arrived - not a thought of "nah, kill 'em anyway".</p><p></p><p>In the past I've had players just kill everything in sight and one player that insisted on torturing people - to the point that his actions made it impossible for the scenario to continue (he did it publicly and I could not think of any reason why those who witnessed it would ever want to help him or associate with him again. I had a hard enough job dreaming up reasons why they wouldn't just shoot him dead on the spot.)</p><p></p><p>The game's a lot more fun without the kick-the-door-in-and-start-shooting style of play. The players are wheeling and dealing, forming alliances, meeting interesting people and getting themselves quite a rep. And they also know that if things turn really crappy on them, they have the firepower and the skills to dig their way out - and most likely will have a number of allies helping them out.</p><p></p><p>I deliberately cast one NPC as suspicious, shady - various rumours abound about what he's up to; questions are raised about where his money goes; what's behind his suave, apparently blameless facade? why does he have fear in his eyes?</p><p></p><p>Then, the team is approached by him to deliver a package - half a million euro in unmarked, mixed cash - and cautioned that they must take care that it not be intercepted. They are to deliver it to a place in what they know is the Red Light District (which is mostly run by a powerful gang big on vice, extortion, illegal gambling, violence etc) and use a fake name.</p><p></p><p>They've heard all the rumours - that he's being blackmailed by persons unknown for reasons unknown - and they set off. They get to the place with no problems, are let in, hand over the package from "Mr Jones" and are invited to be shown around.</p><p></p><p>To their surprise, it is a children's hospital - running on volunteer work and donations from various benefactors (of whom "Mr Jones" is the largest contributor).</p><p></p><p>They get back to their contact and receive their pay - I handed them an envelope containing 3200 euro (we use pretend money to keep track of funds) and a handwritten note.</p><p></p><p>On top of the surprise that the clandestine delivery was far more laudible than they would ever have guessed, given the rumours surrounding their "client", there's this seemingly never-ending stream of "200-euro notes" coming out of the envelope and then there's the note - revealing that the person who hired them is the same person for whom some of their friends had been working - the mysterious "Wraith".</p><p></p><p>One of the players was an utter joy to watch - he went from cynical and "yeah, whatever, it's just business" to "OMFG, it's a children's hospital, maybe this guy isn't a total prick" to gasping as he was counting out the money to laughing hysterically when he read the note and realised who had hired them.</p><p></p><p>Reward them for playing fair (and not skipping town with half a million euro in untraceable currency)? yes.</p><p></p><p>Teach them that not everything is as it may seem? Most definitely.</p></blockquote><p></p>
[QUOTE="Wolf1066, post: 5270754, member: 88680"] I specifically told my players when they started my game that it was not going to be a hack-n-slash fest and that there were generally more ways to get things done than by goin' in guns a-blazin'. I also told them that there are no "goodies" and "baddies" outside of people's own personal opinions - that everyone justifies their own actions in their own ways - even career criminals and corrupt politicians - and they can just as easily be viewed as the "baddies" for attempting to scotch someone's carefully-laid plans. It seems to have worked - they've only been in one combat situation and I thrust that upon them (they were helping someone and were attacked by organleggers), they've also taken steps to avoid combat. When things got too bad for the organleggers, those still standing surrendered and were taken prisoner until the police arrived - not a thought of "nah, kill 'em anyway". In the past I've had players just kill everything in sight and one player that insisted on torturing people - to the point that his actions made it impossible for the scenario to continue (he did it publicly and I could not think of any reason why those who witnessed it would ever want to help him or associate with him again. I had a hard enough job dreaming up reasons why they wouldn't just shoot him dead on the spot.) The game's a lot more fun without the kick-the-door-in-and-start-shooting style of play. The players are wheeling and dealing, forming alliances, meeting interesting people and getting themselves quite a rep. And they also know that if things turn really crappy on them, they have the firepower and the skills to dig their way out - and most likely will have a number of allies helping them out. I deliberately cast one NPC as suspicious, shady - various rumours abound about what he's up to; questions are raised about where his money goes; what's behind his suave, apparently blameless facade? why does he have fear in his eyes? Then, the team is approached by him to deliver a package - half a million euro in unmarked, mixed cash - and cautioned that they must take care that it not be intercepted. They are to deliver it to a place in what they know is the Red Light District (which is mostly run by a powerful gang big on vice, extortion, illegal gambling, violence etc) and use a fake name. They've heard all the rumours - that he's being blackmailed by persons unknown for reasons unknown - and they set off. They get to the place with no problems, are let in, hand over the package from "Mr Jones" and are invited to be shown around. To their surprise, it is a children's hospital - running on volunteer work and donations from various benefactors (of whom "Mr Jones" is the largest contributor). They get back to their contact and receive their pay - I handed them an envelope containing 3200 euro (we use pretend money to keep track of funds) and a handwritten note. On top of the surprise that the clandestine delivery was far more laudible than they would ever have guessed, given the rumours surrounding their "client", there's this seemingly never-ending stream of "200-euro notes" coming out of the envelope and then there's the note - revealing that the person who hired them is the same person for whom some of their friends had been working - the mysterious "Wraith". One of the players was an utter joy to watch - he went from cynical and "yeah, whatever, it's just business" to "OMFG, it's a children's hospital, maybe this guy isn't a total prick" to gasping as he was counting out the money to laughing hysterically when he read the note and realised who had hired them. Reward them for playing fair (and not skipping town with half a million euro in untraceable currency)? yes. Teach them that not everything is as it may seem? Most definitely. [/QUOTE]
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