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<blockquote data-quote="SavageRobby" data-source="post: 3529573" data-attributes="member: 51573"><p>Think about your intro from a player's perspective. "Wait, I'm supposed to kill everyone on the ship, including the captain? How exactly am I supposed to get home after that?" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p>If that is simply the intro to the campaign, you might consider the ole boxed text trick (although some people hate it). Don't RP out a scenario that MUST go a certain way, it will only frustrate your players - just read them that as the intro. Something along the lines of:</p><p></p><p>"While you're on board a ship where you're supposed to assassinate some of the passengers, a storm blows in. Despite the captain's best efforts, the ship drifts into strong currents and is pulled off course. The captain orders all hands to abandon ship. Your party manages to board a longboat all to themselves, and you all hang on for dear life. When the storm finally abates, you find yourselves drifting into a bay. You think you see masts of other ships and a city on the far side of the bay...."</p><p></p><p></p><p>I'll go back to the original question. Beyond the campaign world itself, have you talked to your players about playing evil characters? I would definitely get buy-in on that. I know, for example, that half my players would rebel at that kind of campaign.</p></blockquote><p></p>
[QUOTE="SavageRobby, post: 3529573, member: 51573"] Think about your intro from a player's perspective. "Wait, I'm supposed to kill everyone on the ship, including the captain? How exactly am I supposed to get home after that?" :confused: If that is simply the intro to the campaign, you might consider the ole boxed text trick (although some people hate it). Don't RP out a scenario that MUST go a certain way, it will only frustrate your players - just read them that as the intro. Something along the lines of: "While you're on board a ship where you're supposed to assassinate some of the passengers, a storm blows in. Despite the captain's best efforts, the ship drifts into strong currents and is pulled off course. The captain orders all hands to abandon ship. Your party manages to board a longboat all to themselves, and you all hang on for dear life. When the storm finally abates, you find yourselves drifting into a bay. You think you see masts of other ships and a city on the far side of the bay...." I'll go back to the original question. Beyond the campaign world itself, have you talked to your players about playing evil characters? I would definitely get buy-in on that. I know, for example, that half my players would rebel at that kind of campaign. [/QUOTE]
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