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Let The Players Manage Themselves Part 3, waitaminute...
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<blockquote data-quote="Greg K" data-source="post: 4501806" data-attributes="member: 5038"><p>If that is what happens. However, I try to find common threads and overlaps in motivations when setting up the initial situation. I also supply players with information that other pc's won't have. In some instances, depending upon background, this information may be useful to other characters.</p><p></p><p>The previous fantasy campaign started with the the rogue out on the docks watching potential "marks" disembark from a ship. Among the disembarking passengers, he spotted the paladin, barbarian and druid,. The three were among the various passengers that stood out and they were looking around with the interest of someone arriving to the island's shores for their first time.</p><p></p><p>Recognizing the paladin by his vestments, the rogue decided to avoid him based on the order's reputation ( I fed the player this information, because the order was well known in several nations). So, he "marked" the barbarian and druid.</p><p></p><p>The rogue's introduction to the other characters was a failed attempt to cut the barbarian's purse that led to him being on the outs with the other PCs. The druid spotted the rogue attempting to cut the rogue's purse and prevented him from escaping. A fight nearly broke out when the barbarian challenged the rogue to a duel, but the Paladin intervened. </p><p></p><p>The druid, following the Paladin's lead convinced the paladin's lead, convinced the barbarian that there would be no honor in killing the rogue.</p><p></p><p>They let the rogue go. However, there was no reason to expect that the rogue would be accepted by the others. He just tried to rob them.</p><p></p><p>The rogue, however, was not about to give up and was determined to get his money. He just needed to wait for the right opportunity (now, I am fairly sure that this was the player buying into the game and determined to get his character into the party). He tailed the three foreigners through the crowded streets and, along the way, learned that the druid and barbarian were looking for what the rogue took to be a "princess" being held on the island. This hooked into several of the rogue's motivations- screw the mages that ruled the island, get off the island without having to sign on as a shipmate (too much work), and get rich (hey, she's a princess so there must be a reward).</p><p></p><p>The question was how to make amends with the other characters and be accepted into their group. And, as fate would have it, the rogue had information they needed- information as to where where the "princess" was being held ( a bit of knowledge that I fed the player prior to the start) and knowledge of the city.</p><p></p><p>He approached the party with an apology and offered to share information of her location if he could help liberate her.</p><p></p><p>The party (the Paladin already offered his services to the druid and barbarian in exchange for their future aid) had suspicions. However, the rogue had information they needed, he knew the city, and he could always turn them in to the Mageocracy. It was better in the party's opinon to keep him close.</p><p></p><p>Granted, relations were tenuous at best, but that led to some really good rp interaction even after the rescue and escape from the island</p><p></p><p>So, why keep the rogue afterward?</p><p></p><p>First, the barbarian and druid had agreed to reward the rogue (they just never promised anything as lavish as what the rogue was picturing in his own mind). Being honorable, they were obliged to pay him once the "princess" was safely home.</p><p></p><p>Second, The escape itself ensured that the party stayed together. In their escape, the party killed a minor mage and a few guardsmen. Now, they had a mage's guild after them and needed each other more than ever- especially, after the rogue lifted an ornate ring from the dead mage's corpse and pocketed it (it was a long time before the party discovered how the mages kept tracking them). They needed each other for survival- safety in numbers. Plus, , in the minds of the other PCs, who were all men of honor, it would have been dishonorable to leave the rogue on his own- and, the rogue used this to ensure his own safety while claiming he was just along to get paid.</p></blockquote><p></p>
[QUOTE="Greg K, post: 4501806, member: 5038"] If that is what happens. However, I try to find common threads and overlaps in motivations when setting up the initial situation. I also supply players with information that other pc's won't have. In some instances, depending upon background, this information may be useful to other characters. The previous fantasy campaign started with the the rogue out on the docks watching potential "marks" disembark from a ship. Among the disembarking passengers, he spotted the paladin, barbarian and druid,. The three were among the various passengers that stood out and they were looking around with the interest of someone arriving to the island's shores for their first time. Recognizing the paladin by his vestments, the rogue decided to avoid him based on the order's reputation ( I fed the player this information, because the order was well known in several nations). So, he "marked" the barbarian and druid. The rogue's introduction to the other characters was a failed attempt to cut the barbarian's purse that led to him being on the outs with the other PCs. The druid spotted the rogue attempting to cut the rogue's purse and prevented him from escaping. A fight nearly broke out when the barbarian challenged the rogue to a duel, but the Paladin intervened. The druid, following the Paladin's lead convinced the paladin's lead, convinced the barbarian that there would be no honor in killing the rogue. They let the rogue go. However, there was no reason to expect that the rogue would be accepted by the others. He just tried to rob them. The rogue, however, was not about to give up and was determined to get his money. He just needed to wait for the right opportunity (now, I am fairly sure that this was the player buying into the game and determined to get his character into the party). He tailed the three foreigners through the crowded streets and, along the way, learned that the druid and barbarian were looking for what the rogue took to be a "princess" being held on the island. This hooked into several of the rogue's motivations- screw the mages that ruled the island, get off the island without having to sign on as a shipmate (too much work), and get rich (hey, she's a princess so there must be a reward). The question was how to make amends with the other characters and be accepted into their group. And, as fate would have it, the rogue had information they needed- information as to where where the "princess" was being held ( a bit of knowledge that I fed the player prior to the start) and knowledge of the city. He approached the party with an apology and offered to share information of her location if he could help liberate her. The party (the Paladin already offered his services to the druid and barbarian in exchange for their future aid) had suspicions. However, the rogue had information they needed, he knew the city, and he could always turn them in to the Mageocracy. It was better in the party's opinon to keep him close. Granted, relations were tenuous at best, but that led to some really good rp interaction even after the rescue and escape from the island So, why keep the rogue afterward? First, the barbarian and druid had agreed to reward the rogue (they just never promised anything as lavish as what the rogue was picturing in his own mind). Being honorable, they were obliged to pay him once the "princess" was safely home. Second, The escape itself ensured that the party stayed together. In their escape, the party killed a minor mage and a few guardsmen. Now, they had a mage's guild after them and needed each other more than ever- especially, after the rogue lifted an ornate ring from the dead mage's corpse and pocketed it (it was a long time before the party discovered how the mages kept tracking them). They needed each other for survival- safety in numbers. Plus, , in the minds of the other PCs, who were all men of honor, it would have been dishonorable to leave the rogue on his own- and, the rogue used this to ensure his own safety while claiming he was just along to get paid. [/QUOTE]
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