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<blockquote data-quote="Meleck" data-source="post: 411694" data-attributes="member: 8125"><p><strong>Dealing with law breaking PCs</strong></p><p></p><p>Let the guard on its way to death. The PCs can always heal the dude with what they have and prevent him from dying. After all, there the ones who started the fight. Take in any which way you want, you get into a battle wth a "constable/guard on duty" that isn't crooked, it's your fault. I'm not saying it's always the case but I'd put my gold on the guards at the trial.</p><p></p><p>Let them "wake up" from a bad deal and let them learn. </p><p>Replay the scene if you didn't like what happened. Don't have to play the NPCs differently, just let the player figure out that the gmae world doesn't turn around them all the time. Let the player get away with that one and you have a case of we-can-do-anything-in-town-nothing-is-going-to-happen-to-us characters.</p><p></p><p>A nice twist is always one that I like in Conan the Barbarian. The king finds the thieves of the Tower of Tulsa Doom. Instead of putting them in prison, he hires them to find his daughter and pays them handsomely.</p><p></p><p>Have the Thieve's guild or Assassin Guild cover the characters, they'll owe the Guild a favor for covering for them. Have an very crooked city councelor give a small slap on the hand to the characters and let the characters know they owe him. But make sure that a lot of people know about whatever sweet deal the characters had. Let the world turn around the characters in an unpleasant way. Inns where the characters were welcome are suddenly very quiet when they get in; the armorer dealing with them is suddenly very busy with something else. Let any opposing member of the Guilds/Councelor target the players. If you like politic intrigue, you should have a field day with this one.</p><p></p><p>Another spin. The city doesn't punish killers directly, offenders are being "geased" or "quested" to rid the town of a particular problem. There are guards at night because we have a werewolf problem - the character are good with swords, let them deal with the werewolves (or whatever monster is to your liking). </p><p></p><p>But never let the players ride this one for free or your world is going to come tumbling down like a house of cards. You are going to lose all credibility and cohesion to your world outside of the dungeon. Unless you are running an evil campaign, that is.</p></blockquote><p></p>
[QUOTE="Meleck, post: 411694, member: 8125"] [b]Dealing with law breaking PCs[/b] Let the guard on its way to death. The PCs can always heal the dude with what they have and prevent him from dying. After all, there the ones who started the fight. Take in any which way you want, you get into a battle wth a "constable/guard on duty" that isn't crooked, it's your fault. I'm not saying it's always the case but I'd put my gold on the guards at the trial. Let them "wake up" from a bad deal and let them learn. Replay the scene if you didn't like what happened. Don't have to play the NPCs differently, just let the player figure out that the gmae world doesn't turn around them all the time. Let the player get away with that one and you have a case of we-can-do-anything-in-town-nothing-is-going-to-happen-to-us characters. A nice twist is always one that I like in Conan the Barbarian. The king finds the thieves of the Tower of Tulsa Doom. Instead of putting them in prison, he hires them to find his daughter and pays them handsomely. Have the Thieve's guild or Assassin Guild cover the characters, they'll owe the Guild a favor for covering for them. Have an very crooked city councelor give a small slap on the hand to the characters and let the characters know they owe him. But make sure that a lot of people know about whatever sweet deal the characters had. Let the world turn around the characters in an unpleasant way. Inns where the characters were welcome are suddenly very quiet when they get in; the armorer dealing with them is suddenly very busy with something else. Let any opposing member of the Guilds/Councelor target the players. If you like politic intrigue, you should have a field day with this one. Another spin. The city doesn't punish killers directly, offenders are being "geased" or "quested" to rid the town of a particular problem. There are guards at night because we have a werewolf problem - the character are good with swords, let them deal with the werewolves (or whatever monster is to your liking). But never let the players ride this one for free or your world is going to come tumbling down like a house of cards. You are going to lose all credibility and cohesion to your world outside of the dungeon. Unless you are running an evil campaign, that is. [/QUOTE]
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