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Do you prefer your character to be connected or unconnected to the adventure hook?
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<blockquote data-quote="Ovinomancer" data-source="post: 8093888" data-attributes="member: 16814"><p>This kind of reminds me of a situation where I had a PC who, surprisingly for this player, had a father whom he lived with and cherished. Situations in game occurred such that this PC had come into possession of certain documents and seals that belonged to a secretive cult of assassins (the party had killed a member assassin and they were in his possession). So, I set up a scene where the PC came home to his father to find a gaunt, well dressed gentleman was visiting and waiting for the PC to return home. The gentleman introduced himself as a barrister under the employ of an unnamed party and wished to discuss some business with the PC. The short of it was that the gentleman was a representing the assassin cult and was there to negotiate the return of the items for an appropriate price -- to be paid to the PC. The player was under the impression this was a threat against his father (and was a bit put out I would do that, to be honest), but I had that trope ready to subvert -- the barrister expressed shock at the idea that he was there to threaten the father. He merely had gone to the PC's domicile to meet with him. The living status of the PC's relatives was of no concern to his employers -- if negotiations failed then action would be taken against the PC directly to ensure recovery. I believe I used the line, "My employers are direct people, and don't have the patience for extortion or threats.." This switch -- that I wasn't threatening the father -- alongside a quite generous offer for the return of the documents (a townhouse was offered) set the player back and actually had him agree to the swap (he was usually a "damn the torpedoes" type). As far as my plans went at the time, I didn't have anything long term here, I just wanted to introduce a new player that could be interesting in the future, and establish they were ruthless and pragmatic. I recognized that the PC's backstory had an interesting opportunity to subvert the expected trope.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8093888, member: 16814"] This kind of reminds me of a situation where I had a PC who, surprisingly for this player, had a father whom he lived with and cherished. Situations in game occurred such that this PC had come into possession of certain documents and seals that belonged to a secretive cult of assassins (the party had killed a member assassin and they were in his possession). So, I set up a scene where the PC came home to his father to find a gaunt, well dressed gentleman was visiting and waiting for the PC to return home. The gentleman introduced himself as a barrister under the employ of an unnamed party and wished to discuss some business with the PC. The short of it was that the gentleman was a representing the assassin cult and was there to negotiate the return of the items for an appropriate price -- to be paid to the PC. The player was under the impression this was a threat against his father (and was a bit put out I would do that, to be honest), but I had that trope ready to subvert -- the barrister expressed shock at the idea that he was there to threaten the father. He merely had gone to the PC's domicile to meet with him. The living status of the PC's relatives was of no concern to his employers -- if negotiations failed then action would be taken against the PC directly to ensure recovery. I believe I used the line, "My employers are direct people, and don't have the patience for extortion or threats.." This switch -- that I wasn't threatening the father -- alongside a quite generous offer for the return of the documents (a townhouse was offered) set the player back and actually had him agree to the swap (he was usually a "damn the torpedoes" type). As far as my plans went at the time, I didn't have anything long term here, I just wanted to introduce a new player that could be interesting in the future, and establish they were ruthless and pragmatic. I recognized that the PC's backstory had an interesting opportunity to subvert the expected trope. [/QUOTE]
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