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[Long]Help with an urban adventure?
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<blockquote data-quote="CCamfield" data-source="post: 574167" data-attributes="member: 8123"><p>Does it need to be pointed out that kidnapping someone and blackmailing their friends is not very "good"? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>It seems to me that if the religions wanted to try to peaceably "turn" the player characters to their cause, they have an agent bring together some information and witnesses to present to them. Just going through the persuasion process and letting the players discuss it amongst themselves might be a good RP'ing moment. The king is the players' friend, you say, but he's not a very nice man. What's more important to them?</p><p></p><p>By witnesses, I mean people who have suffered from the king's cruel justice. Widows of the wrongfully executed, relatives of political prisoners, perhaps even people who were guilty but punished far out of proportion to their crimes. Starving people who stole an apple having their whole arm chopped off, for instance.</p><p></p><p>Aside from that, well, setting up a whole city is quite a bit of work. I know people refer to 'story hour' around here but I'm not sure what it means. </p><p></p><p>Hmm. When I was playing 7th Sea, we did a lot of mystery and investigation stuff. So on <em>another</em> sort of tangent, something appropriate might be that the players learn that someone plans to try to assassinate the king, and they have to try to follow up on clues, figure out who is going to attempt it and why, and stop them in the act, or perhaps confront them before they get the chance. A confrontation, when they were expecting violence and it turns out the "assassin" is someone good (that they know and respect?) would be interesting. You'd have to determine why the players have to do it rather than the king's men.</p></blockquote><p></p>
[QUOTE="CCamfield, post: 574167, member: 8123"] Does it need to be pointed out that kidnapping someone and blackmailing their friends is not very "good"? :) It seems to me that if the religions wanted to try to peaceably "turn" the player characters to their cause, they have an agent bring together some information and witnesses to present to them. Just going through the persuasion process and letting the players discuss it amongst themselves might be a good RP'ing moment. The king is the players' friend, you say, but he's not a very nice man. What's more important to them? By witnesses, I mean people who have suffered from the king's cruel justice. Widows of the wrongfully executed, relatives of political prisoners, perhaps even people who were guilty but punished far out of proportion to their crimes. Starving people who stole an apple having their whole arm chopped off, for instance. Aside from that, well, setting up a whole city is quite a bit of work. I know people refer to 'story hour' around here but I'm not sure what it means. Hmm. When I was playing 7th Sea, we did a lot of mystery and investigation stuff. So on [i]another[/i] sort of tangent, something appropriate might be that the players learn that someone plans to try to assassinate the king, and they have to try to follow up on clues, figure out who is going to attempt it and why, and stop them in the act, or perhaps confront them before they get the chance. A confrontation, when they were expecting violence and it turns out the "assassin" is someone good (that they know and respect?) would be interesting. You'd have to determine why the players have to do it rather than the king's men. [/QUOTE]
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