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<blockquote data-quote="DonTadow" data-source="post: 2309064" data-attributes="member: 22622"><p>I think your first mistake was not going over the side adventure with the player and setting guidelines. One of the players at my game plans on doing a simillar thing later in the summer. At first they were telling me about this adventure they had made up and i jumped in and said they should run it. So we got together and meshed the rules, what could be given and what couldn't be given, what monsters to fight, who she couldn't use, and to make sure that the adventure was only 1 to 2 sessions. </p><p></p><p>Never let the game get out of your hands. </p><p></p><p>In any case whereas the dream thing sounds the most plausable it is a plot device that I hate. What I would do is have each of the characters reset their character to the level you were at before this whole shinnagin started (this is after scowling the pc who ran that adventure for making some bonehead choices). Don't explain anything, just tell them its apart of the plot. Within the next three to four adventures (with careful clues put in to build up to it) have the pcs go places and for some reason or another they are blamed for things or evne less conspicuous people swear they've met them before. You continue with your normal campaign with the minor tweaks. Hint that your PCs feel as if they lost something, as if somethings missing. Build this up. </p><p></p><p>Then have the PC's encounter their dopplegangers. The "other" pcs. All of their ailments have been fixed so that these guys provide a challenge for your pcs. Don't make them enemies per say but confused lost souls. Don't have the "other" pcs kill the pcs though as it will take both party's to figure out what happened. The "other" pcs were still good at heart and had no idea they were fakes. If killed they turn to goo. (or perhaps one has already been killed and turned to goo which is why they sought out the real pcs) </p><p></p><p>Perhaps a major or minor villian in your campaign used an artifact he obtained to split the beast side from the humane side of your character's then. The beast side becomes delusional doing actions that are very unusual of the pcs. </p><p></p><p>When the two party's meet everyone sets off to investigate the town where all of these actions occured. The gold and items they obtained are all fake, made of this same gooey substance. When they go to the town the other pcs were in they realize that the other pcs had attacked normal citizens and the pcs were labeled murders, the frame put on them by the current minor/major villian. </p><p></p><p>I'm not familiar with your current storyline so I tried to be general, but this could work. I like it a bit better than the Bobby in Dallas thing.</p></blockquote><p></p>
[QUOTE="DonTadow, post: 2309064, member: 22622"] I think your first mistake was not going over the side adventure with the player and setting guidelines. One of the players at my game plans on doing a simillar thing later in the summer. At first they were telling me about this adventure they had made up and i jumped in and said they should run it. So we got together and meshed the rules, what could be given and what couldn't be given, what monsters to fight, who she couldn't use, and to make sure that the adventure was only 1 to 2 sessions. Never let the game get out of your hands. In any case whereas the dream thing sounds the most plausable it is a plot device that I hate. What I would do is have each of the characters reset their character to the level you were at before this whole shinnagin started (this is after scowling the pc who ran that adventure for making some bonehead choices). Don't explain anything, just tell them its apart of the plot. Within the next three to four adventures (with careful clues put in to build up to it) have the pcs go places and for some reason or another they are blamed for things or evne less conspicuous people swear they've met them before. You continue with your normal campaign with the minor tweaks. Hint that your PCs feel as if they lost something, as if somethings missing. Build this up. Then have the PC's encounter their dopplegangers. The "other" pcs. All of their ailments have been fixed so that these guys provide a challenge for your pcs. Don't make them enemies per say but confused lost souls. Don't have the "other" pcs kill the pcs though as it will take both party's to figure out what happened. The "other" pcs were still good at heart and had no idea they were fakes. If killed they turn to goo. (or perhaps one has already been killed and turned to goo which is why they sought out the real pcs) Perhaps a major or minor villian in your campaign used an artifact he obtained to split the beast side from the humane side of your character's then. The beast side becomes delusional doing actions that are very unusual of the pcs. When the two party's meet everyone sets off to investigate the town where all of these actions occured. The gold and items they obtained are all fake, made of this same gooey substance. When they go to the town the other pcs were in they realize that the other pcs had attacked normal citizens and the pcs were labeled murders, the frame put on them by the current minor/major villian. I'm not familiar with your current storyline so I tried to be general, but this could work. I like it a bit better than the Bobby in Dallas thing. [/QUOTE]
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