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Questions on how to run a Lycanthropy city adventure
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<blockquote data-quote="Koren" data-source="post: 6864955" data-attributes="member: 6802236"><p>Civilization has different rules than the wilderness, play those up. In a city with a functioning government, players shouldn't be able to go around breaking into buildings, fighting to the death in the streets, etc. without having the town guard come down on them. In some cities, simply drawing a bladed weapon should be enough to get them arrested/fined. If they act like murderhobos, expect the local lord/magistrate to stick them in a dark dungeon cell for a very long time.</p><p></p><p>Any "adventuring" done should be down in the sewers, or deep in the city slums, where the watch may fear to tread.</p><p></p><p>On the other hand, if the wererat problem is one the city leaders are aware of, and the watch has not been capable of suppressing, then maybe the PCs get "deputized" or given special authorization to "act on the city's behalf" to exterminate the wererats. Bringing an awareness of the wererats to the powers-that-be may even end up being a big part of the challenge of the adventure. Or with a plot twist, one or more leaders of the city have been infected themselves and if the PCs are blabbing about it to the wrong people, may feel the party needs to be silenced, or locked away in that dark dungeon cell where they can't tell anyone else.</p></blockquote><p></p>
[QUOTE="Koren, post: 6864955, member: 6802236"] Civilization has different rules than the wilderness, play those up. In a city with a functioning government, players shouldn't be able to go around breaking into buildings, fighting to the death in the streets, etc. without having the town guard come down on them. In some cities, simply drawing a bladed weapon should be enough to get them arrested/fined. If they act like murderhobos, expect the local lord/magistrate to stick them in a dark dungeon cell for a very long time. Any "adventuring" done should be down in the sewers, or deep in the city slums, where the watch may fear to tread. On the other hand, if the wererat problem is one the city leaders are aware of, and the watch has not been capable of suppressing, then maybe the PCs get "deputized" or given special authorization to "act on the city's behalf" to exterminate the wererats. Bringing an awareness of the wererats to the powers-that-be may even end up being a big part of the challenge of the adventure. Or with a plot twist, one or more leaders of the city have been infected themselves and if the PCs are blabbing about it to the wrong people, may feel the party needs to be silenced, or locked away in that dark dungeon cell where they can't tell anyone else. [/QUOTE]
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