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<blockquote data-quote="RangerWickett" data-source="post: 5729635" data-attributes="member: 63"><p>The craziest thing ever to happen in one of my games led to one of the best campaigns of my life.</p><p></p><p>Modern fantasy setting, in New Orleans, on Halloween, in 2005, right after Katrina. </p><p></p><p>There's a parallel 'realm of the faeries' where the villains are gathering power. The villains have killed off everyone who knows how to get to this realm, except one plot-critical NPC.</p><p></p><p>The PCs are supposed to protect him. I plan for him to eventually teach his magic to the PCs, but he hasn't had a chance yet.</p><p></p><p>A PC, worried about his nasty backstory coming to light, makes a selfish choice and gets the NPC killed. I basically expect the campaign to grind to a halt.</p><p></p><p>Two of the players say, "Yeah, we realize we screwed up, but it was in character." (I'm cool with this.) Then they add, "Before you end the campaign, can we get a chance to take revenge on bad guy X?"</p><p></p><p>Sure, I say. So the next session, I plan various ways they can go out in a blaze of glory, possibly thwarting some of the villains' plans. Only those two players show up.</p><p></p><p>As they discuss possible suicide plans (withdraw all our money, buy some illegal guns, go in blazing; or steal a car, load it up with home-made explosives, and drive into the guy's Halloween gala; or offer to meet and discuss a truce and have one guy set up as a sniper), one player has an idea.</p><p></p><p>"Wait," he says. "We're in New Orleans. It's Halloween. There's voodoo and <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=":)" /><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=":)" /><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=":)" /><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=":)" />. Let's talk to the ghost of the dead guy and see if he has any suggestions."</p><p></p><p>And thus is hatched a plot to bind his ghost to an item, so they can carry him around and have him still use his magic. Suicide plan is abandoned. Wacky Halloween hijinks ensue. Campaign is saved.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5729635, member: 63"] The craziest thing ever to happen in one of my games led to one of the best campaigns of my life. Modern fantasy setting, in New Orleans, on Halloween, in 2005, right after Katrina. There's a parallel 'realm of the faeries' where the villains are gathering power. The villains have killed off everyone who knows how to get to this realm, except one plot-critical NPC. The PCs are supposed to protect him. I plan for him to eventually teach his magic to the PCs, but he hasn't had a chance yet. A PC, worried about his nasty backstory coming to light, makes a selfish choice and gets the NPC killed. I basically expect the campaign to grind to a halt. Two of the players say, "Yeah, we realize we screwed up, but it was in character." (I'm cool with this.) Then they add, "Before you end the campaign, can we get a chance to take revenge on bad guy X?" Sure, I say. So the next session, I plan various ways they can go out in a blaze of glory, possibly thwarting some of the villains' plans. Only those two players show up. As they discuss possible suicide plans (withdraw all our money, buy some illegal guns, go in blazing; or steal a car, load it up with home-made explosives, and drive into the guy's Halloween gala; or offer to meet and discuss a truce and have one guy set up as a sniper), one player has an idea. "Wait," he says. "We're in New Orleans. It's Halloween. There's voodoo and :):):):). Let's talk to the ghost of the dead guy and see if he has any suggestions." And thus is hatched a plot to bind his ghost to an item, so they can carry him around and have him still use his magic. Suicide plan is abandoned. Wacky Halloween hijinks ensue. Campaign is saved. [/QUOTE]
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