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Prisoners
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<blockquote data-quote="uzirath" data-source="post: 8064194" data-attributes="member: 8495"><p>When I run games for younger children, they usually take prisoners, treat them well, and release them (often with gifts). Admittedly, they haven't read <em>Game of Thrones</em> yet.</p><p></p><p>With my adult groups (whether as a player or GM), what to do with captives is a regular challenge. Often captives provide opportunities for good roleplaying and to learn more about the enemy. In recent games, any of the following have occurred:</p><ul> <li data-xf-list-type="ul">Left bound for others to deal with. </li> <li data-xf-list-type="ul">Turned over to the authorities. </li> <li data-xf-list-type="ul">Convinced and/or paid to work with the party (whether as henchmen or spies).</li> <li data-xf-list-type="ul">Allowed to flee into the wilderness.</li> <li data-xf-list-type="ul">Prisoners convinced the party that they were working for the wrong team (or at least that the ethical issues at stake weren't as simple as their patron had led them to believe).</li> </ul><p>I ran a campaign a while back where the PCs were in a series of adventures featuring the same villain. They were alternately captors and captives of the guy and got to know him quite well. Later in the campaign, they ended up working with him against a mutual enemy. (Oh the glorious debates that raged around that decision!)</p></blockquote><p></p>
[QUOTE="uzirath, post: 8064194, member: 8495"] When I run games for younger children, they usually take prisoners, treat them well, and release them (often with gifts). Admittedly, they haven't read [I]Game of Thrones[/I] yet. With my adult groups (whether as a player or GM), what to do with captives is a regular challenge. Often captives provide opportunities for good roleplaying and to learn more about the enemy. In recent games, any of the following have occurred: [LIST] [*]Left bound for others to deal with. [*]Turned over to the authorities. [*]Convinced and/or paid to work with the party (whether as henchmen or spies). [*]Allowed to flee into the wilderness. [*]Prisoners convinced the party that they were working for the wrong team (or at least that the ethical issues at stake weren't as simple as their patron had led them to believe). [/LIST] I ran a campaign a while back where the PCs were in a series of adventures featuring the same villain. They were alternately captors and captives of the guy and got to know him quite well. Later in the campaign, they ended up working with him against a mutual enemy. (Oh the glorious debates that raged around that decision!) [/QUOTE]
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