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Prison Escape Adventure
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<blockquote data-quote="Cecil Solomon" data-source="post: 4210641" data-attributes="member: 28835"><p>To answer your questions, I'd really need to know more about your players (and a little about the campaign direction--both the feel of the campaign and the objective).</p><p></p><p>The old prison escape is a tried-and-true means of starting a campaign. It solves a lot of problems for the Gamemaster, such as providing a reason for a party of strangers to work together. But you will also face two main challenges: overcoming the cliche and preventing the players from feeling railroaded. Ensure you are at least aware of these issues.</p><p></p><p>First of all, do the players want to start the campaign this way? If they want the challenge, and look forward to how you are going to present the environment, you can ignore most of the major challenge and get to developing the adventure itself.</p><p></p><p>The latitude you provide the players really depends on how experienced they are with gaming. If they are relatively new to RPGing or do not work well together, you probably want to be fairly flexible and place the PCs in positions where they have weapons readily available. Examples are perhaps a chain-gang type of approach, working on a road bed or being held in a prison mine. Other options that provide a relatively flexible escape opportunity would be a prisoner transfer from an outer holding point to a major stronghold (this also provides a bit of a deadline, as there is an incentive to escape before reaching Alcatraz).</p><p></p><p>The prison complex and the guard's experience and discipline should also be a reflection on where the players are located. A complex that rarely has prisoners may have inexperienced guards who, although they are vigilant because they almost never have prisoners, may not know what to watch for or may make mistakes the players can capitalize on.</p><p></p><p>A larger prison, with a well-trained garrison of guards, will be much more difficult to mount a large escape from.</p></blockquote><p></p>
[QUOTE="Cecil Solomon, post: 4210641, member: 28835"] To answer your questions, I'd really need to know more about your players (and a little about the campaign direction--both the feel of the campaign and the objective). The old prison escape is a tried-and-true means of starting a campaign. It solves a lot of problems for the Gamemaster, such as providing a reason for a party of strangers to work together. But you will also face two main challenges: overcoming the cliche and preventing the players from feeling railroaded. Ensure you are at least aware of these issues. First of all, do the players want to start the campaign this way? If they want the challenge, and look forward to how you are going to present the environment, you can ignore most of the major challenge and get to developing the adventure itself. The latitude you provide the players really depends on how experienced they are with gaming. If they are relatively new to RPGing or do not work well together, you probably want to be fairly flexible and place the PCs in positions where they have weapons readily available. Examples are perhaps a chain-gang type of approach, working on a road bed or being held in a prison mine. Other options that provide a relatively flexible escape opportunity would be a prisoner transfer from an outer holding point to a major stronghold (this also provides a bit of a deadline, as there is an incentive to escape before reaching Alcatraz). The prison complex and the guard's experience and discipline should also be a reflection on where the players are located. A complex that rarely has prisoners may have inexperienced guards who, although they are vigilant because they almost never have prisoners, may not know what to watch for or may make mistakes the players can capitalize on. A larger prison, with a well-trained garrison of guards, will be much more difficult to mount a large escape from. [/QUOTE]
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