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Realistic Consequences vs Gameplay
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<blockquote data-quote="Lanefan" data-source="post: 8009043" data-attributes="member: 29398"><p>Actually, in my off-the-cuff example above, a couple of those places are intentionally described as red herrings.</p><p></p><p>The one 'private residence' on the street, for example: that'd be where I'd look first for a hidden guild. But it ain't there... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The hard-to-read sign on the Leatherworker's place could be interpreted as a hint by some players/PCs, but it ain't there either... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>And the pub's at the far end of the street, so if they want to start there (which, I agree with [USER=6972053]@Numidius[/USER] , is always a good place to start!) they have to either walk down the street and maybe be 'made' by the Assassins, or think to go around and approach from a different direction.</p><p></p><p>Yeah, were this me I'd have the Curio shop and the pub done up in some detail as those are ultimately the key places, and maybe one-liners at most on each of the others e.g.</p><p></p><p><strong>Butcher</strong> - grumpy woman who really knows her trade, no time for any talk other than about meat. Knows nothing.</p><p><strong>Leatherworker</strong> - old couple close to retirement and mostly happy, shop a mess. Suspicious of orphanage and of 'private residence' down street.</p><p><strong>Curio shop</strong> - see 'Guildhouse', page [y].</p><p><strong>Orphanage</strong> - run by temple nextdoor, adults know nothing but the kids know everything, excellent info source esp. if given food!</p><p><strong>Temple</strong> - caters mostly to sailors thus lots of visitors, no useful info here but holy water, basic cures etc. available at a price. Highest Cleric is 4th level.</p><p><strong>Pie shop</strong> - happy couple of newlyweds, get meat from butcher across street, new shop, kids from orphanage keep stealing their pies. Know nothing.</p><p><strong>Clothier </strong>- in pay of Assassins, also makes their disguises, too many questions here will alert guild within d3 hours. Master tailor, no class skills.</p><p><strong>Glassblower</strong> - gabby man who won't stop talking but has no useful info. Complains constantly about orphans breaking things in his shop.</p><p><strong>Carpenter</strong> - tough no-nonsense woman, ex-sailor, Fighter-3, suspects more goes on at pub than meets the eye but doesn't want to rock the boat. Might aid or hide PCs if asked - and if paid.</p><p><strong>Residence</strong> - abandoned last winter when owner died, Assassins quietly bought it and now leave it in current state as a decoy.</p><p><strong>Wit and Wisdom pub</strong> - see 'Pub', page [x].</p><p></p><p>For myself only those notes would be in even briefer form; the above would be what I'd put were I writing it out for someone else to run.</p><p></p><p>And these write-ups add yet another potential layer of rainbow-hued herrings; but the general idea is that if all else fails eventually the PCs find their way to the orphanage and once there think to talk to the kids rather than the adults.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8009043, member: 29398"] Actually, in my off-the-cuff example above, a couple of those places are intentionally described as red herrings. The one 'private residence' on the street, for example: that'd be where I'd look first for a hidden guild. But it ain't there... :) The hard-to-read sign on the Leatherworker's place could be interpreted as a hint by some players/PCs, but it ain't there either... :) And the pub's at the far end of the street, so if they want to start there (which, I agree with [USER=6972053]@Numidius[/USER] , is always a good place to start!) they have to either walk down the street and maybe be 'made' by the Assassins, or think to go around and approach from a different direction. Yeah, were this me I'd have the Curio shop and the pub done up in some detail as those are ultimately the key places, and maybe one-liners at most on each of the others e.g. [B]Butcher[/B] - grumpy woman who really knows her trade, no time for any talk other than about meat. Knows nothing. [B]Leatherworker[/B] - old couple close to retirement and mostly happy, shop a mess. Suspicious of orphanage and of 'private residence' down street. [B]Curio shop[/B] - see 'Guildhouse', page [y]. [B]Orphanage[/B] - run by temple nextdoor, adults know nothing but the kids know everything, excellent info source esp. if given food! [B]Temple[/B] - caters mostly to sailors thus lots of visitors, no useful info here but holy water, basic cures etc. available at a price. Highest Cleric is 4th level. [B]Pie shop[/B] - happy couple of newlyweds, get meat from butcher across street, new shop, kids from orphanage keep stealing their pies. Know nothing. [B]Clothier [/B]- in pay of Assassins, also makes their disguises, too many questions here will alert guild within d3 hours. Master tailor, no class skills. [B]Glassblower[/B] - gabby man who won't stop talking but has no useful info. Complains constantly about orphans breaking things in his shop. [B]Carpenter[/B] - tough no-nonsense woman, ex-sailor, Fighter-3, suspects more goes on at pub than meets the eye but doesn't want to rock the boat. Might aid or hide PCs if asked - and if paid. [B]Residence[/B] - abandoned last winter when owner died, Assassins quietly bought it and now leave it in current state as a decoy. [B]Wit and Wisdom pub[/B] - see 'Pub', page [x]. For myself only those notes would be in even briefer form; the above would be what I'd put were I writing it out for someone else to run. And these write-ups add yet another potential layer of rainbow-hued herrings; but the general idea is that if all else fails eventually the PCs find their way to the orphanage and once there think to talk to the kids rather than the adults. [/QUOTE]
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