Jack7
First Post
Jack7, that's a really thorough and great response, but I don't know how much of it I can really use; this group is more like the A-Team, and less like Jack Bauer. The city in question, the PCs are total strangers in*, and aren't in long. They're chasing NPCs/heading on a journey, this is a stop and an opportunity to get a jump on the people who have been ambushing them. So what they can give the informant is limited.
I'm trying to work within the parameters of my group, really. Two players are real beer and pretzel types. One is more hardcore, but his character is just so aloof and focused on bringing the Avenger hammer down that he doesn't offer much in this circumstance. The final player is the Co-DM; I'm leaving in a few months, he's trying to take over the game, I'm trying to work within the confines of his existing story (and try to use his ideas in a way that actually work). This is all a fairly big railroad, but I'm trying to offer a little bit more windowdressing to the railroad, and make the trip look a little less monotonous. As I said, it has been a string of ambushes thus far - I want to give the players a few people to talk to. And as I said, I'm only with these guys for two months - so I want to move things along briskly.
If that is the case then you need to know how mobile the thief is willing to be. I'd suggest talking it over with the co-DM to see what his general views are about the thief.
If the thief is willing to be mobile (meaning he can move out when you do and can even work undercover himself or in disguise - might even become a tag-along "for-hire"), then my suggestions still apply, and are workable. If he is not and is tied to his city and geography then you need to convince the thief that he will be in a better situation when you leave than when he met you, meaning you still establish a relationship with him, but let the thief know that if he helps you then you will assist him take down and dismantle your possible mutual enemies and that he will profit thereby in some other way. (Such as taking over the framework, income sources, or at least some of the goods of the organization previously commanded and controlled by the enemies of your players.)
There is still advantage to be had, maybe even long term advantage for both parties, but the thief needs to be aware that in addition to security and profit advantages, there is a definite and constricted timeframe in which to move and act. So as the thief is made aware of this, so are the players (if they are paying attention).
But in any case to be properly turned he has to believe he will be better off helping your party than by helping the other party.
But if the thief is interested then since the operation needs to be undertaken quickly, get him (the thief) to make suggestions to the party, not just the other way around. After all he already is to some degree familiar with the enemy. He has the necessary information and intelligence which the party lacks. Meaning he can certainly at the very least assist with developing operational plans.
What the party needs to give the thief is assistance for developing an avenue for advantage and profit, more than they can initially offer, but assistance that only they can offer. If the party can make the thief see that, and if the timeframe can be met, then that may even work to the party's advantage. Because that means the thief is exposed to danger over a shorter period of working time, and may very well desire to profit more quickly than through an extended operation.
I'd even play up the angle of quick turn over as a negotiating point, if the thief is the kind of guy who likes quick and relatively uncomplicated transactions.
By the way, if I, or anyone else, did everything Jack Bauer does (much as I like the character) within a 24 hour period then they'd be dead.
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