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How much backlash is too much?
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<blockquote data-quote="TarionzCousin" data-source="post: 5669255" data-attributes="member: 31304"><p>Regardless of how the townsfolk react, I think you have a potentially great long-term heated competition between the PC's and the LG group in this game's future. </p><p></p><p>I say "Roll with it."</p><p></p><p>Don't have the LG's confront the PC's right away. As others have mentioned, have them call in reinforcements. Let it build. </p><p></p><p>This isn't that dissimilar to what happens in many games when the heroes can never seem to kill/confront/track down the final villain. The ongoing frustration by the players translates into highly motivated characters. You'll just be doing it in a different way: an "evil" way. This could be a wonderful element to your campaign.</p><p></p><p>I suggest having many of their town perks taken away and find a way to make the LG group responsible. Get the players to blame the LG group for their loss of privileges. Maybe the nearest Prelate of Heironimus preaches a sermon and posts notices all over the county denouncing the PC's for their opening of a demonic gate and willful slaughter of a hero. </p><p></p><p>I agree: evil acts should have consequences. Being hounded by bounty hunters*; being shunned when they are recognized; having their travel options limited now that they are "known." </p><p></p><p>Your players might even love these developments. I mean, they did pick "evil" characters on purpose. In my opinion, this type of outcome is almost inevitable with an evil group. </p><p></p><p></p><p>*And you can develop different bounty hunters to kick in the door whenever things get too dull. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="TarionzCousin, post: 5669255, member: 31304"] Regardless of how the townsfolk react, I think you have a potentially great long-term heated competition between the PC's and the LG group in this game's future. I say "Roll with it." Don't have the LG's confront the PC's right away. As others have mentioned, have them call in reinforcements. Let it build. This isn't that dissimilar to what happens in many games when the heroes can never seem to kill/confront/track down the final villain. The ongoing frustration by the players translates into highly motivated characters. You'll just be doing it in a different way: an "evil" way. This could be a wonderful element to your campaign. I suggest having many of their town perks taken away and find a way to make the LG group responsible. Get the players to blame the LG group for their loss of privileges. Maybe the nearest Prelate of Heironimus preaches a sermon and posts notices all over the county denouncing the PC's for their opening of a demonic gate and willful slaughter of a hero. I agree: evil acts should have consequences. Being hounded by bounty hunters*; being shunned when they are recognized; having their travel options limited now that they are "known." Your players might even love these developments. I mean, they did pick "evil" characters on purpose. In my opinion, this type of outcome is almost inevitable with an evil group. *And you can develop different bounty hunters to kick in the door whenever things get too dull. :D [/QUOTE]
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How much backlash is too much?
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