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<blockquote data-quote="Ian Sturrock" data-source="post: 2031476" data-attributes="member: 4944"><p>Some of this is down to the assumptions people make before a campaign starts, and the agreements (if any) they come to in pre-campaign discussion. In D&D, really, the default assumption is that you can't start people out in prison, because *what would happen to their stuff?!?* Players would think you were cheating, in depriving them of their magic gizmos. If your pre-campaign discussion establishes that, for example, "The GM will occasionally start an adventure with all the characters in prison, or shipwrecked, or otherwise at a disadvantage, because it makes for a more fun game; but don't worry, your *stuff* will be safe," no problem. Likewise if there's some variant; "your stuff isn't safe, but if I take it away by railroading, there will soon be a chance for a really superb, valuable treasure that will let you buy it all back again."</p><p></p><p>If you aren't already in that situation, it's not really fair to try to change things by starting an adventure that way.</p><p></p><p>Unfortunately, if you're in a "default D&D assumptions" game, it's almost as hard for NPCs to screw over the PCs in-character as it is for the GM to do so out-of-character; even the in-character scam may be taken as railroading, or "unfair." Depends on your players. I had an entire group complain in one game because there was no way they could know that those two welcoming, friendly-seeming nomads who'd camped right next to that site of immense evil (that they *did* know about, and were there to deal with) were themselves utterly corrupt, and that the food and drink on offer was thus poisoned...</p><p></p><p>If your players don't mind being scammed, though, try what real-world cops do. You don't arrest them; they're dangerous-looking, and anyway they look like they might co-operate. You ask them nicely to come down to the town watch's offices to help them out with a particularly difficult case (don't say "help us with our enquiries" as that's a dead giveaway). Of course, they need to check their weapons at the door; regulations. Once inside, you leave them in a very solidly built room; the bloke who is supposed to be briefing them on the problem nips out to get them some ale and other refreshments. When he's closed the door, he locks it. Add in anti-magic shells or whatever as you choose.</p><p></p><p>Alternatively, if it's the local lord who wants to arrest them, have him use his retainers and knights to lead the guard. His knights will bring their own retainers, and may take a couple of days to get to the town from the outlying villages they hold, but once there will be powerful (maybe similar level to the PCs), resourceful, and determined.</p></blockquote><p></p>
[QUOTE="Ian Sturrock, post: 2031476, member: 4944"] Some of this is down to the assumptions people make before a campaign starts, and the agreements (if any) they come to in pre-campaign discussion. In D&D, really, the default assumption is that you can't start people out in prison, because *what would happen to their stuff?!?* Players would think you were cheating, in depriving them of their magic gizmos. If your pre-campaign discussion establishes that, for example, "The GM will occasionally start an adventure with all the characters in prison, or shipwrecked, or otherwise at a disadvantage, because it makes for a more fun game; but don't worry, your *stuff* will be safe," no problem. Likewise if there's some variant; "your stuff isn't safe, but if I take it away by railroading, there will soon be a chance for a really superb, valuable treasure that will let you buy it all back again." If you aren't already in that situation, it's not really fair to try to change things by starting an adventure that way. Unfortunately, if you're in a "default D&D assumptions" game, it's almost as hard for NPCs to screw over the PCs in-character as it is for the GM to do so out-of-character; even the in-character scam may be taken as railroading, or "unfair." Depends on your players. I had an entire group complain in one game because there was no way they could know that those two welcoming, friendly-seeming nomads who'd camped right next to that site of immense evil (that they *did* know about, and were there to deal with) were themselves utterly corrupt, and that the food and drink on offer was thus poisoned... If your players don't mind being scammed, though, try what real-world cops do. You don't arrest them; they're dangerous-looking, and anyway they look like they might co-operate. You ask them nicely to come down to the town watch's offices to help them out with a particularly difficult case (don't say "help us with our enquiries" as that's a dead giveaway). Of course, they need to check their weapons at the door; regulations. Once inside, you leave them in a very solidly built room; the bloke who is supposed to be briefing them on the problem nips out to get them some ale and other refreshments. When he's closed the door, he locks it. Add in anti-magic shells or whatever as you choose. Alternatively, if it's the local lord who wants to arrest them, have him use his retainers and knights to lead the guard. His knights will bring their own retainers, and may take a couple of days to get to the town from the outlying villages they hold, but once there will be powerful (maybe similar level to the PCs), resourceful, and determined. [/QUOTE]
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