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I think I'm stalling out my own game
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<blockquote data-quote="Enkhidu" data-source="post: 3052282" data-attributes="member: 351"><p>So far so good on this one - setting an execution date lights a fire under the PCs feet. However, it's probably time to up the ante - stage an assassination attempt on the father while in he's imprisoned, but let it fail. Make sure that Pop gets a good look at his attackers, and can identify something about them that will lead the PCs directly to either the people that set him up in the first place (if you've decided he's innocent), or to the BEBG's minions (if Pop was actually involved in the scheme). Either way, you get to have a showdown that can result in the PCs resolving the plot thread (by either proving Pop's innocent, or by confirming his guilt).</p><p></p><p></p><p></p><p>The big question is "how did the PCs react to the attack after they won?" In this case, the idea should be to let the PC's know that the trail they were heading down was a "getting warmer" type of trail. PC's being PCs, it seems likely that encountering resistance was a good sign that they were on the right track. Normally, this results in the PCs pushing down that trail even harder, but your players might not have that sort of mentality. </p><p></p><p></p><p></p><p>If the BEBG's plot spans generations then it's probably time to spill a few of the beans. Just enough to get the PCs moving with purpose again. The next time the PCs hit a library, have one of them find passages pertinent to the plot - maybe the BEBG tried this once before 224 years ago and was thwarted, and now there's a little known epic poem about it. Or maybe - and this would also fill the "the party needs allies" void - maybe the PCs aren't the only ones with a stake in stopping the BEBG. Maybe there's a generation spanning society dedicated to keeping tabs on the PCs because their lines seem to favor so prominently in the BEBG's plans.</p></blockquote><p></p>
[QUOTE="Enkhidu, post: 3052282, member: 351"] So far so good on this one - setting an execution date lights a fire under the PCs feet. However, it's probably time to up the ante - stage an assassination attempt on the father while in he's imprisoned, but let it fail. Make sure that Pop gets a good look at his attackers, and can identify something about them that will lead the PCs directly to either the people that set him up in the first place (if you've decided he's innocent), or to the BEBG's minions (if Pop was actually involved in the scheme). Either way, you get to have a showdown that can result in the PCs resolving the plot thread (by either proving Pop's innocent, or by confirming his guilt). The big question is "how did the PCs react to the attack after they won?" In this case, the idea should be to let the PC's know that the trail they were heading down was a "getting warmer" type of trail. PC's being PCs, it seems likely that encountering resistance was a good sign that they were on the right track. Normally, this results in the PCs pushing down that trail even harder, but your players might not have that sort of mentality. If the BEBG's plot spans generations then it's probably time to spill a few of the beans. Just enough to get the PCs moving with purpose again. The next time the PCs hit a library, have one of them find passages pertinent to the plot - maybe the BEBG tried this once before 224 years ago and was thwarted, and now there's a little known epic poem about it. Or maybe - and this would also fill the "the party needs allies" void - maybe the PCs aren't the only ones with a stake in stopping the BEBG. Maybe there's a generation spanning society dedicated to keeping tabs on the PCs because their lines seem to favor so prominently in the BEBG's plans. [/QUOTE]
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