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<blockquote data-quote="Trench" data-source="post: 5174308" data-attributes="member: 40464"><p>I've been running a police campaign set in Ptolus for a while now and I and the PC's love it.</p><p></p><p>I wholeheartedly agree with making a list of crime families and figuring out what happens when the PC's work their way up the chain.</p><p></p><p>Another bit of advice is, if you're planning on mystery adventures, be prepared for the PC's to not notice the clues you're placing. I read very good online advice that you should follow the "three clue rule".</p><p></p><p><a href="http://www.thealexandrian.net/creations/misc/three-clue-rule.html">Your players are not Sherlock Holmes nor will they ever be.</a></p><p></p><p>One of our most successful players is a bard/illusionist who manages to infiltrate and knows a LOT more about what's going on than he lets on half the time. We have an Investigator (Let me second and third the Crime and Punishment sourcebook. Really invaluable.) A cleric who's thinking for running for public office. A factotum who is also a very very strong player in the game, and a bevy of rogues/ranger/ and swashbuckler types. </p><p></p><p>Also, I suggest - depending on how complicated you want things to get - to keep track of which cops are dirty, which watch captains have relations to noble families and are willing to look the other way and the like.</p><p></p><p>I use HBO's "The Wire" as a model. The higher up the food chain the PC's go, the more complicated it gets.</p><p></p><p>As for magic in the campaign, I would consider making much of it inadmissible as evidence. It can certainly be used to track down people - but a Speak With The Dead spell or evidence found via high-level divinations may not be used in the courts. Because the wizards casting it may be lying...</p></blockquote><p></p>
[QUOTE="Trench, post: 5174308, member: 40464"] I've been running a police campaign set in Ptolus for a while now and I and the PC's love it. I wholeheartedly agree with making a list of crime families and figuring out what happens when the PC's work their way up the chain. Another bit of advice is, if you're planning on mystery adventures, be prepared for the PC's to not notice the clues you're placing. I read very good online advice that you should follow the "three clue rule". <a href="http://www.thealexandrian.net/creations/misc/three-clue-rule.html">Your players are not Sherlock Holmes nor will they ever be.</a> One of our most successful players is a bard/illusionist who manages to infiltrate and knows a LOT more about what's going on than he lets on half the time. We have an Investigator (Let me second and third the Crime and Punishment sourcebook. Really invaluable.) A cleric who's thinking for running for public office. A factotum who is also a very very strong player in the game, and a bevy of rogues/ranger/ and swashbuckler types. Also, I suggest - depending on how complicated you want things to get - to keep track of which cops are dirty, which watch captains have relations to noble families and are willing to look the other way and the like. I use HBO's "The Wire" as a model. The higher up the food chain the PC's go, the more complicated it gets. As for magic in the campaign, I would consider making much of it inadmissible as evidence. It can certainly be used to track down people - but a Speak With The Dead spell or evidence found via high-level divinations may not be used in the courts. Because the wizards casting it may be lying... [/QUOTE]
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