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Give Me Moral Dilemmas for my PCs!
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<blockquote data-quote="LostSoul" data-source="post: 2777312" data-attributes="member: 386"><p>So what's the situation in the game now? Tell us about the PCs.</p><p></p><p>I think a good way to do this is to give them a choice that's not too loaded. Like your idea to have them assassinate an innocent person. Hmm... How about you give them a job to assassinate someone who was evil, did some wrong back in the day, but now he's settled down and has a family? If he dies, what happens to his family? He did do wrong, but now he's a decent guy, so does he still deserve to die?</p><p></p><p>After that, take note of their actions and up the stakes. To use my example: if they kill him, send them out to kill an innocent man. Maybe the guy they killed's old boss, who isn't responsible for what the other guy did, but still linked.</p><p></p><p>If they take the evil route, now they are killing for cash. What else will they do for cash? Have an evil guy hire them to kidnap people to be tortured in evil rituals. (Nothing bad will happen to the PCs because of this ritual.)</p><p></p><p>When the good guys come to put a stop to the evil rituals, have the evil guys hire them on as bodyguards. "Go kill those people for us."</p><p></p><p>Then have the evil guys start working on one of those really evil plans that the PCs are always trying to stop. Except now they are on the other side.</p><p></p><p></p><p>All that's just an example path, and I don't think you should plan anything out in the future like I did. Just have some choices ready for the next session and then see how they respond and work with it from there.</p><p></p><p>Let's say they decide that the guy in the first example should live. Okay, so offer them another evil job that pays more money (like the kidnapping one). Do they have a price?</p><p></p><p>Always make sure that you are enabling the players to make these choices. So no railroading - don't have a situation or a plot thought out, because if you do you'll try to push the players to make the choices that lead to your situations and plots. Just make up some NPCs with meaty issues and play them as hard as you can with the idea that you want to make the PCs make the choices.</p><p></p><p>Also, let the PCs fight each other and leave the party, and keep them around in the game. Otherwise you'll get a hivemind kind of thing.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 2777312, member: 386"] So what's the situation in the game now? Tell us about the PCs. I think a good way to do this is to give them a choice that's not too loaded. Like your idea to have them assassinate an innocent person. Hmm... How about you give them a job to assassinate someone who was evil, did some wrong back in the day, but now he's settled down and has a family? If he dies, what happens to his family? He did do wrong, but now he's a decent guy, so does he still deserve to die? After that, take note of their actions and up the stakes. To use my example: if they kill him, send them out to kill an innocent man. Maybe the guy they killed's old boss, who isn't responsible for what the other guy did, but still linked. If they take the evil route, now they are killing for cash. What else will they do for cash? Have an evil guy hire them to kidnap people to be tortured in evil rituals. (Nothing bad will happen to the PCs because of this ritual.) When the good guys come to put a stop to the evil rituals, have the evil guys hire them on as bodyguards. "Go kill those people for us." Then have the evil guys start working on one of those really evil plans that the PCs are always trying to stop. Except now they are on the other side. All that's just an example path, and I don't think you should plan anything out in the future like I did. Just have some choices ready for the next session and then see how they respond and work with it from there. Let's say they decide that the guy in the first example should live. Okay, so offer them another evil job that pays more money (like the kidnapping one). Do they have a price? Always make sure that you are enabling the players to make these choices. So no railroading - don't have a situation or a plot thought out, because if you do you'll try to push the players to make the choices that lead to your situations and plots. Just make up some NPCs with meaty issues and play them as hard as you can with the idea that you want to make the PCs make the choices. Also, let the PCs fight each other and leave the party, and keep them around in the game. Otherwise you'll get a hivemind kind of thing. [/QUOTE]
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