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Newbie to Sigil seeks DMing advice
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<blockquote data-quote="Badwe" data-source="post: 5529063" data-attributes="member: 61762"><p>the DMG2 for 4e has the biggest writeup for the city. In regards to the factions it describes how a war between them nearly tore sigil apart and the lady of pain issued a rare proclamation: "You are no longer welcome here, disband or die". It then describes a few groups that emerged from the wreckage, like the sons of mercy, the council of sigil, and the trade consortium.</p><p></p><p>It does seem to make sigil out to be a bit more of a lawless or at least law-light place. I can easily envsiion the factions, since they are oriented by philosophy, still operating in small groups, trying desperately to evade the notice of the lady. it also specifically mentions that guilds have become more prominent with the dispersal of the factions.</p><p></p><p>It seems like the changes are A) to keep the "timeline" in tact and to make sigil a bit more condusive to 4e-style adventuring.</p><p></p><p>At this point I'm working on some of the details for how the PCs will investigate the mystery. I know murder mysteries are notoriously difficult to pull off in RPGs. My plan is to combine a skill challenge with a stack of note cards with clues on them. I don't know if this is a good idea, but my instinct is to literally mimic clue the boardgame and use the clue cards to slowly eliminate suspects, times of the murder, and motives from a list. As the 4e books extoll, i intend to have failing the challenge entail still solving the mystery, but getting beaten to the punch by a rival team of investigators and thus not getting paid (or only getting paid in part). </p><p></p><p>I also need to come up with "complications" that can arise when they fail a check. I'm thinking run-ins that are about a 50-50 chance to turn into a fist fight. Maybe a group of thugs are "collecting a toll" and the party could opt to just pay them, or try to intimidate them. Another will be a pickpocket or a con-man, and they can decide weather to accept the loss or chase after them when the clock is ticking. I'd love to hear suggestions that are more specific to sigil than just a generic urban setting, or ways to make those two ideas more sigil-y.</p></blockquote><p></p>
[QUOTE="Badwe, post: 5529063, member: 61762"] the DMG2 for 4e has the biggest writeup for the city. In regards to the factions it describes how a war between them nearly tore sigil apart and the lady of pain issued a rare proclamation: "You are no longer welcome here, disband or die". It then describes a few groups that emerged from the wreckage, like the sons of mercy, the council of sigil, and the trade consortium. It does seem to make sigil out to be a bit more of a lawless or at least law-light place. I can easily envsiion the factions, since they are oriented by philosophy, still operating in small groups, trying desperately to evade the notice of the lady. it also specifically mentions that guilds have become more prominent with the dispersal of the factions. It seems like the changes are A) to keep the "timeline" in tact and to make sigil a bit more condusive to 4e-style adventuring. At this point I'm working on some of the details for how the PCs will investigate the mystery. I know murder mysteries are notoriously difficult to pull off in RPGs. My plan is to combine a skill challenge with a stack of note cards with clues on them. I don't know if this is a good idea, but my instinct is to literally mimic clue the boardgame and use the clue cards to slowly eliminate suspects, times of the murder, and motives from a list. As the 4e books extoll, i intend to have failing the challenge entail still solving the mystery, but getting beaten to the punch by a rival team of investigators and thus not getting paid (or only getting paid in part). I also need to come up with "complications" that can arise when they fail a check. I'm thinking run-ins that are about a 50-50 chance to turn into a fist fight. Maybe a group of thugs are "collecting a toll" and the party could opt to just pay them, or try to intimidate them. Another will be a pickpocket or a con-man, and they can decide weather to accept the loss or chase after them when the clock is ticking. I'd love to hear suggestions that are more specific to sigil than just a generic urban setting, or ways to make those two ideas more sigil-y. [/QUOTE]
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