d4 said:
if you ran the first session the way it's described above, i don't think i'd want to play in it.
there's quite a number of places where you railroad the PCs quite heavily, basically taking away any freedom of choice they might have had.
here's a few examples:
like shilsen asked above, what if they don't agree? what if they'd rather not risk their lives for $50,000 from a crooked government agent? what if the agent can't successfully blackmail them into accepting?
The issue of money has been brought up a few times. I'm starting to see that the initial amount is too low. How about if the $50,000 was simply written on the cards to whet their appetites and the actual amount was ~$1 million? Also, their records would be expunged. That should be worth something.
I believe that, once I receive the characters backgrounds, I will be able to come up with something that I could use as successful blackmail material, if neccessary. But, you're right, I'm not 100% certain they will go for it, but I'm willing to chance it.
d4 said:
what if they realize it's a set-up and choose to abort the mission?
I don't know. I will definitely have to come up with a contingency. Off the top of my head, there are snipers across the street from the house who are covering them and have orders to shoot to kill if one of the players gets second thoughts.
H&C will tell the other players that the people in the house must have seen the PC and they need to be extra careful. If this happens, then the Immortal in the house will also kill the snipers and drag the PCs body in to the house.
d4 said:
this is blatant railroading, and if your players are like 99% of the gamers i've ever known, this is sure to piss them off royally. i've seen people get up and leave over things like this. something to keep in mind.
Yes, this is blatant railroading. But I don't think my players would mind as long as I had a valid reason and didn't do it the rest of the campaign, which I do NOT plan to do. Hopefully, if I explain this to my players they will understand. But, if they don't like it, we can always do something else.

Heck, if they don't like the railroading but love the idea of Immortals, they can create their own older Immortals and I would still be able to use the campaign I'm creating.
d4 said:
again, by predetermining the outcome, you're taking away the PC's choices. what if the PCs get lucky in their attack and score a couple of critical hits?
Well, they'll be unarmed, so hopefully they won't succeed. But, you're right, you never know. And this is a last resort indeed. This is something I threw in there just in case but have no plans to use.
similarly, what if the PCs don't want to listen to Alan, and just want to escape? will they be able to get away?
what happens if they don't agree to the training? what if some of them do and some of them don't?
how do you know this will happen? what if the PCs still don't trust Alan? what if they don't want to like him?
I am only doing this because I know my players so well. I would not do this with anyone else but our group has been together for ~3 years and we trust each other. I still have to make a backstory for Alan which explain who he is, where he comes from, why he has the sword of Robin of Locksley, etc. I want to make him the "good" guy and, if I know my players, they will like him. If they do not, well, they are free to leave the training, but they will find it very difficult to survive. No, this is not punishment from the GM for going against my "railroading" it is simply a fact of the game. Without training, a young Immortal will find it very hard to survive.
d4 said:
i'm not trying to say what you've got is bad.
if everything goes exactly as you've outlined above, it'll be a pretty good session.
however, it seems that you've made absolutely no provisions for things going other than how you envision it. it seems to me that there are a dozen or so places throughout the session where the PCs could choose to do things differently, and it doesn't look like you are prepared for that. it seems (from the outline you gave) that you only want things to unfold the way you've planned.
i
hope you can get your players to go along with you. however, knowing the way players can be, i'd expect at least some difficulty in getting them to follow your plotline exactly. i think you need to look over what you've planned and work out some contingencies, in case the PCs have other ideas. the PCs
always have other ideas.
again, i'm not knocking your idea. the basic premise sounds great. the only problem is that it reads like a synopsis for a story or television show, not like an adventure. there's only one person determining the flow and outcome of the session here, and that's you, the GM. you're not allowing the PCs any input or room to maneuver.
Please remember that this is the first session. After this, the PCs have free range as to where they want to go. What you see above is NOT a final draft and I will be working some contigencies into my outline.
Thank you for the input and constructive criticism. I always enjoy getting advice like this because it only helps to make my game that much better.
