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PCs vs. The Law -- my players stay out!!
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<blockquote data-quote="Thornir Alekeg" data-source="post: 2297914" data-attributes="member: 15651"><p>I've said it twice and I'll say it one more time: let the bad guys win. You want them to realize you <em> would </em> pit them against something they cannot handle? Then do it. If you are determined to find an "out" for the party, then you will only reinforce their belief they can do whatever they want and still succeed. </p><p></p><p>If you want to give them another chance, you can slow down the spread of this insanity plague and let the players have to try and deal with clean-up first, and then taking care of the BBEG. A tragic feel as the party has to hunt down insane innocents in order to stop the maddness (literally). Of course to do this there has to be some resistance to this plague. If it is a guarantee that each person contacted goes insane, then it is endgame as soon as that light shines.</p><p></p><p>Also, you didn't directly answer Byrons_Ghost's question about how much the players know. Is there any reason the ritual <em>has</em> to happen in two weeks, other than you decided it would? Why not in six weeks at the following full moon? You are the DM, you can change things however you need them to be changed. Say, the PCs attack on the Sea Lord disrupted a small part of his plan and now he need extra time to recover, whatever You can rationalize about any excuse if you really want to keep this campaign alive. If you are determined to keep to your script, then let the PCs witness the end of the world and make them understand that for different choices, they might have averted it.</p></blockquote><p></p>
[QUOTE="Thornir Alekeg, post: 2297914, member: 15651"] I've said it twice and I'll say it one more time: let the bad guys win. You want them to realize you [i] would [/i] pit them against something they cannot handle? Then do it. If you are determined to find an "out" for the party, then you will only reinforce their belief they can do whatever they want and still succeed. If you want to give them another chance, you can slow down the spread of this insanity plague and let the players have to try and deal with clean-up first, and then taking care of the BBEG. A tragic feel as the party has to hunt down insane innocents in order to stop the maddness (literally). Of course to do this there has to be some resistance to this plague. If it is a guarantee that each person contacted goes insane, then it is endgame as soon as that light shines. Also, you didn't directly answer Byrons_Ghost's question about how much the players know. Is there any reason the ritual [i]has[/i] to happen in two weeks, other than you decided it would? Why not in six weeks at the following full moon? You are the DM, you can change things however you need them to be changed. Say, the PCs attack on the Sea Lord disrupted a small part of his plan and now he need extra time to recover, whatever You can rationalize about any excuse if you really want to keep this campaign alive. If you are determined to keep to your script, then let the PCs witness the end of the world and make them understand that for different choices, they might have averted it. [/QUOTE]
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