Zmajitamnica
Villager
I'm looking to host a one-shot for a group of friends soon. We're all very good friends, some of us used to play dnd a few years ago but we're all a bit rusty now so we wanted to try a one-shot to get us back into it and introduce a few new players. In total there will be myself (as GM) and 5 other players, 3 guys and 2 girls.
In general we like roleplaying / politicking boardgames (like the Game of Thrones board game, or Twilight Imperium), but also with a dash of fun, lore-appropriate combat. So, without further ado, here's my idea - interested in hearing any thoughts you have on it:
Each party member is an ambassador / emissary from a neighbouring kingdom, sent to congratulate a new king on his coronation. Each one also has their own hidden motivations - some want to get a drop of the king's blood to allow for spying / tracking, some want to kill the king but make it look like a specific nation did it, some want to make sure everything goes smoothly as the king is already in debt to their nation and they want him on the throne, etc. All are told to keep appearances up and only act subtly so as not to draw attention to themselves, this is a diplomatic evening after all.
At one point in the evening, when the room is waiting for the new king to give a speech, the king is late. Observant players may notice that guard presence in the room has increased, and whispers start spreading that something has happened to the king. From there it's up to the players to investigate, mingle, and at one point defend against the guards' attack (who are actually assassins in disguise, and whose organisation has kidnapped the king). I'm assuming that, since none of the players' missions have been fulfilled so far, this will provide a natural incentive for them to band together and go and look for the king, which leads them through a winding chase up and down the castle halls, revealing several mysteries and combat encounters along the way.
I'm relatively happy with this story thread, but since the players (and myself) are either rusty or completely new, I'm a bit afraid they won't get the hints when e.g. they're supposed to go look for the king, and I won't be able to steer them in the right direction if they don't go "following" the story. Now I know you're not supposed to railroad your players etc., but as a relatively new GM, it's scary to have to improvise unexpected situations and I fear it won't be as fun if they force me into a corner I hadn't thought about. Appreciate any input
In general we like roleplaying / politicking boardgames (like the Game of Thrones board game, or Twilight Imperium), but also with a dash of fun, lore-appropriate combat. So, without further ado, here's my idea - interested in hearing any thoughts you have on it:
Each party member is an ambassador / emissary from a neighbouring kingdom, sent to congratulate a new king on his coronation. Each one also has their own hidden motivations - some want to get a drop of the king's blood to allow for spying / tracking, some want to kill the king but make it look like a specific nation did it, some want to make sure everything goes smoothly as the king is already in debt to their nation and they want him on the throne, etc. All are told to keep appearances up and only act subtly so as not to draw attention to themselves, this is a diplomatic evening after all.
At one point in the evening, when the room is waiting for the new king to give a speech, the king is late. Observant players may notice that guard presence in the room has increased, and whispers start spreading that something has happened to the king. From there it's up to the players to investigate, mingle, and at one point defend against the guards' attack (who are actually assassins in disguise, and whose organisation has kidnapped the king). I'm assuming that, since none of the players' missions have been fulfilled so far, this will provide a natural incentive for them to band together and go and look for the king, which leads them through a winding chase up and down the castle halls, revealing several mysteries and combat encounters along the way.
I'm relatively happy with this story thread, but since the players (and myself) are either rusty or completely new, I'm a bit afraid they won't get the hints when e.g. they're supposed to go look for the king, and I won't be able to steer them in the right direction if they don't go "following" the story. Now I know you're not supposed to railroad your players etc., but as a relatively new GM, it's scary to have to improvise unexpected situations and I fear it won't be as fun if they force me into a corner I hadn't thought about. Appreciate any input