Help developing a 'revenge scenario'

Tonguez

A suffusion of yellow
A PC (in a homebrew freeform rules system) has asked that we play out a scenario in which she runs into a couple of the men who in years past raped her and killed her father at the end of which she hopes to have her character kill them.
The other PCs include 2 fighters a rogue and a magic user

The men who harmed her include a magic user and one other (I haven't decided exactly who they are or there power level)

So anyway how would you develop this scenario given free reign to do whatever you want with it

What are some complications and consequences and how could it lead into another adventure?
 

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If one is a magic use, the other should be some sort of fighter-type... i know it sounds cliche, but a magic user needs someone to occupy his enemies so that he can fire from afar.

The guy is the son of some minor noble, and the other guy is his guard. This makes him well protected, so she can't just go up and attack or accuse him (who would believe her?).

He did it out of bordeom and need for excitement perhaps (giving it a cold calous feel).

Maybe the party is in debt to the guy's father (whomever the minor noble is -- they met for some previous adventure and he helped them out... so it would be awkward to want revenge against a friend's son.)

(those are just random thoughts off the top of my head.. don't know how well it would play with your group/scenario).
 

What are some complications and consequences and how could it lead into another adventure?
Mistaken Identity: The PC goes after and kills the wrong people. Could be the result of shapechanging magic, illusion, memory modification, or just some people who happen to look similar.



Cheers,
Roger
 

You could totally go with it, and have the attacker(s) be complete scum-bags, with the character's vendetta actually resulting in the rescue of their latest victim(s). They might even have a personal dungeon beneath the mages shop / manor / quarters, holding people they've captured and are selling into slavery on the underground market. Killing them ends up being a heroic deed, a public service and morally as uncomplicated as can be.

You could turn it into a plot-advancer, and have the attacker(s) be connected to some darker group that the player(s) will be dealing with anyway. Perhaps the assault was part of the NPCs initiation rites into a cult of murder or brutality, in the service to a god of evil, or even a demon lord's cult, and in taking them down, the PC finds brands hidden beneath their clothing or secret cult talismans on their person or other damning occult parephenalia in their quarters, linking them to this secret society.

You could play against it, and have the attacker(s) have been under some sort of mental possession from bodiless entities from beyond, who 'joyride' in people's bodies and make them do all sorts of extreme things (particularly those that result in extremes of sensation, which is something the bodiless possessors don't get to experience otherwise). The possessors could still be in those bodies, and the players actions could end up revealing them, inadvertantly 'saving' her attackers in the process of killing them, and discovering that these creatures exist, and, much later, discovering that there are *more of them,* as people begin to move against her, as the possessing-entities have seeded themselves into various strata of society and don't want their true natures discovered. (They might not be bodiless either, they could just be dopplegangers or something, and, unaware that they were going to spend some serious infiltration time in these bodies they'd taken, they victimized the character in a manner which they would normally only do in a 'disposable' form.)

You could *totally* play against it and have one of the attackers be dead (worse yet, being remembered as a hero to the villagers he died saving from a hobgoblin seige! Statue to his honor and everything, all Jaynestown style.), and the other having shaved his head, renounced his titles and joined the clergy of a god of peace and justice, spending his life in what he believes to be a futile attempt at redemption for his reckless youth. He'd be really hard to track down, having abandoned his family name, but, when confronted, tell the character that if his life can in anyway help her heal from what has happened, she is welcome to take it. If any comment about redemption is made, about escaping his misdeeds, he'll stress that there is no such thing as redemption in this life, and that he'll only find it in death, whether that be immediately, or after another fifty years of dedicating his life to good works.

If the player has real-life issues with this sort of situation, it might be best to deal with it very, very quickly. "You find them. They are scum-bags. You kill them. The villagers they've been oppressing cheer and have a big party for you."
 

Talk with the player first about how you are to role play rapists. Set clear boundaries ahead of time and out of game. You also need to ask yourself if this is something you want to role play, as it's perfectly justifiable to refuse a role like this.

One of the myths which is perpetuated by these representations is the idea of 'stranger rape' whereas it has been documented that rape victims are more often likely to be attacked by somebody that they already know, otherwise known as 'acquaintance rape.' So I'd recommend that it be someone she knew at the time.

Generally, these rape revenge scenarios play on a failure in the justice system, so I'd incorporate an element like that.

Rape is generally about violence and control rather than sex.

There's a strong correlation between those who become sexual abusers and those have been sexually abused, so I'd make the PC be able to find her attacker only through finding the person who abused her attacker.
 

You could turn it into a plot-advancer, and have the attacker(s) be connected to some darker group that the player(s) will be dealing with anyway. Perhaps the assault was part of the NPCs initiation rites into a cult of murder or brutality, in the service to a god of evil, or even a demon lord's cult, and in taking them down, the PC finds brands hidden beneath their clothing or secret cult talismans on their person or other damning occult parephenalia in their quarters, linking them to this secret society.

Nod. This was my first thought, to make like the new James Bond movie, "A Quantum of Solace", told from the Bond girl/agents point of view. Basically, she's the daughter of a former dictator. An evil colonel killed her father, raped her mother and sister and killed them too, and burned down her house (leaving her with a scar). She became an intelligence agent to hunt him down, but he's involved in a bigger conspiracy now.

You could *totally* play against it and have one of the attackers be dead (worse yet, being remembered as a hero to the villagers he died saving from a hobgoblin seige! Statue to his honor and everything, all Jaynestown style.), and the other having shaved his head, renounced his titles and joined the clergy of a god of peace and justice, spending his life in what he believes to be a futile attempt at redemption for his reckless youth. He'd be really hard to track down, having abandoned his family name, but, when confronted, tell the character that if his life can in anyway help her heal from what has happened, she is welcome to take it. If any comment about redemption is made, about escaping his misdeeds, he'll stress that there is no such thing as redemption in this life, and that he'll only find it in death, whether that be immediately, or after another fifty years of dedicating his life to good works.

Good stuff. There's an episode of Stargate SG-1 very much like this, called "Curia", I believe. Teal'q, the shaved-head former general of an alien overlord, visits a planet where he used to abduct slaves, and killed an injured old man. He was only following orders and trying to save others, but the son of the old man wants revenge and bring him to court (the curia). In the end, the son decides that letting Teal'q fight the bad guys is more important than him facing judgment for his previous life, and he lets him go.

If the player has real-life issues with this sort of situation, it might be best to deal with it very, very quickly. "You find them. They are scum-bags. You kill them. The villagers they've been oppressing cheer and have a big party for you."

Agreed, completely. Unfortunately, there's no way to know how "icky" this topic is for the player (or other players), so I think it's best avoided. Killed your parents and burned down your house (a la "Quantum of Solace" or "Conan the Barbarian" for that matter), is enough detail to make the story work without getting into touchier territory/
 

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