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How to set up a trial scene for my PCs
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<blockquote data-quote="Mort" data-source="post: 5474248" data-attributes="member: 762"><p>Well if you want a "full courtroom experience" rent: To kill a Mokckingbird or Inherit the Wind (truly oldie but goodies) - they'll give you a good idea of exactly how to structure it. At least from a cinematic perspective, they leave out all the (real but hard to not make boring) brief writing etc. Structure the scene like that and the players should have a blast.</p><p></p><p>But aside from that - set the basics of the legal system where this is. Guilty unless proven innocent, innocent until proven guilty etc. Is magic allowed in the courtroom? (that would be a fun change for the players if one is testifying - have him sit in a rune covered chair and explain "well you can lie, but if you do and fail a save then it's 15 points of damage a pop")</p><p></p><p>It seems that the players are on different sides here - so a skill challenge would be odd, I'd go with a simple opposed arguments:</p><p></p><p>Opening: each player presents a summation (5-15 minutes) of the result they want. This is either an actual argument or the character rolls a diplomacy or bluff check depending on your group (in my group I would likely have them roll the check and then have the player do the argument based on that - helps to keep them on their feet!).</p><p></p><p>examination: each player presents witnesses to their side or themselves testify. Again either the players play this out or Diplomacy, bluff or (if someone took it) Knowledge: law check etc. Make sure to give bonuses for player creativity and evidence presented.</p><p></p><p>Closing: each player sums up "this is why I win" based on what's happened before. Again either a real argument from each player or a final Diplomacy, bluff etc. check. Again if doing checks make sure to give bonuses for creativity etc.</p><p></p><p>Finally: if a bench trial (judge decides) outline each argument and explain why the side that won, won. </p><p></p><p>If a jury trial (if your going for a full experience this would be better - rent 12 angry men for inspiration) have the players assume the role of the jurors and try to convince each other of the outcome they want (for kicks assign the jurors preference in opposite directions, have the player who wants leniency be a juror who wants to hang the pirate etc).</p><p></p><p>Then of course once the pirate is sentenced to hang, have him pull a dramatic escape and now the PCs have to chase him down again!</p></blockquote><p></p>
[QUOTE="Mort, post: 5474248, member: 762"] Well if you want a "full courtroom experience" rent: To kill a Mokckingbird or Inherit the Wind (truly oldie but goodies) - they'll give you a good idea of exactly how to structure it. At least from a cinematic perspective, they leave out all the (real but hard to not make boring) brief writing etc. Structure the scene like that and the players should have a blast. But aside from that - set the basics of the legal system where this is. Guilty unless proven innocent, innocent until proven guilty etc. Is magic allowed in the courtroom? (that would be a fun change for the players if one is testifying - have him sit in a rune covered chair and explain "well you can lie, but if you do and fail a save then it's 15 points of damage a pop") It seems that the players are on different sides here - so a skill challenge would be odd, I'd go with a simple opposed arguments: Opening: each player presents a summation (5-15 minutes) of the result they want. This is either an actual argument or the character rolls a diplomacy or bluff check depending on your group (in my group I would likely have them roll the check and then have the player do the argument based on that - helps to keep them on their feet!). examination: each player presents witnesses to their side or themselves testify. Again either the players play this out or Diplomacy, bluff or (if someone took it) Knowledge: law check etc. Make sure to give bonuses for player creativity and evidence presented. Closing: each player sums up "this is why I win" based on what's happened before. Again either a real argument from each player or a final Diplomacy, bluff etc. check. Again if doing checks make sure to give bonuses for creativity etc. Finally: if a bench trial (judge decides) outline each argument and explain why the side that won, won. If a jury trial (if your going for a full experience this would be better - rent 12 angry men for inspiration) have the players assume the role of the jurors and try to convince each other of the outcome they want (for kicks assign the jurors preference in opposite directions, have the player who wants leniency be a juror who wants to hang the pirate etc). Then of course once the pirate is sentenced to hang, have him pull a dramatic escape and now the PCs have to chase him down again! [/QUOTE]
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