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<blockquote data-quote="Silent Cartographer" data-source="post: 4581861" data-attributes="member: 57089"><p>My example isn't D&D, but fits the James Bond example to a "T". <em>Shadowrun</em> adventure scenarios almost universally follow this formula. I ran a very successful SR2-SR3 (with a SR4 epilog) over the course of several years, during which the players fine-tuned their characters to a well-oiled velvet fist operation. They started off learning the ropes of standard 'legwork' stuff, pumping NPC contacts, etc. They worked up through hard-core interrogation and brute force methods and eventually developed <em>agent provocateur</em> strategies; compelling others to act on their behalf through bribery, kidnapping, extortion, informing, etc. All the characters developed non-combat roles related to investigation, whether it was the usual faceman skills, or hacking, or an extensive (<em>exhaustive</em>) network of contacts and informants. Of course, they were all still <strong>combat monsters</strong>, too, lol.</p><p></p><p>That may be too much modern flavor for D&D, but toned downed a bit and mixed in with the usual D&D tropes can make for some effective James Bond style fantasy investigation adventuring. My main 3.0 campaign was a Greyhawk <em>Slavers</em> 'adventure path' run <em>Shadowrun</em> style; the party started in Dyvers and were hired by various employers, leading them to eventually working for secretly for Tenser as their ultimate <a href="http://shadowrun.wikia.com/wiki/Mr._Johnson" target="_blank">Mr. Johnson</a>. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Silent Cartographer, post: 4581861, member: 57089"] My example isn't D&D, but fits the James Bond example to a "T". [I]Shadowrun[/I] adventure scenarios almost universally follow this formula. I ran a very successful SR2-SR3 (with a SR4 epilog) over the course of several years, during which the players fine-tuned their characters to a well-oiled velvet fist operation. They started off learning the ropes of standard 'legwork' stuff, pumping NPC contacts, etc. They worked up through hard-core interrogation and brute force methods and eventually developed [I]agent provocateur[/I] strategies; compelling others to act on their behalf through bribery, kidnapping, extortion, informing, etc. All the characters developed non-combat roles related to investigation, whether it was the usual faceman skills, or hacking, or an extensive ([I]exhaustive[/I]) network of contacts and informants. Of course, they were all still [B]combat monsters[/B], too, lol. That may be too much modern flavor for D&D, but toned downed a bit and mixed in with the usual D&D tropes can make for some effective James Bond style fantasy investigation adventuring. My main 3.0 campaign was a Greyhawk [I]Slavers[/I] 'adventure path' run [I]Shadowrun[/I] style; the party started in Dyvers and were hired by various employers, leading them to eventually working for secretly for Tenser as their ultimate [URL="http://shadowrun.wikia.com/wiki/Mr._Johnson"]Mr. Johnson[/URL]. :cool: [/QUOTE]
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