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Retaking a City - Help designing events or encounters
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<blockquote data-quote="Trit One-Ear" data-source="post: 6097837" data-attributes="member: 6678017"><p>I'm on the fence about making the players the generals in this scene. It is a very cool idea/trope and one I'd love to use at another time, but... just doesn't feel quite right here. Maybe it doesn't play into the bedlam I want them to experience in the streets.</p><p></p><p>100% agree with making PC's make decisions. That's great advice. I'll come up with some choices and their repercussions, maybe even come up with 8 or so different "paths" they could take (first choice sends them towards a choice they wouldn't have encountered otherwise, and so on). A bit more prep work, but could be fun. I could also reuse some events/choices, as this design doesn't have to have a replay value like computer RPG's <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>I'm going to safe the mind control moral debate for the Duke who, while generally a nice guy, has some less than savory characteristics that might motivate the heroes to use this opportunity to remove him from power... one way or another. The Captain of the Guard is a cultist agent himself, and legitimately evil, so he'll most likely be a straightforward brawl (with some creepy sadistic themed abilities etc).</p><p></p><p>I agree directly with your set up for the Succubus fight. The entire duke's council will most likely be mind controlled at this point, along with more human guards, and some devil shocktroops. I just need to make sure she's able to get away from the ranger and monk long enough to make the fight interesting.</p><p></p><p>Please, to those who haven't posted, I'm still completely open to new thoughts! If I'm missing some great ideas for events or moments, even images, or if you just think I'm totally off base, I'd love to hear what you're thinking. Let me know!</p><p></p><p>Trit</p></blockquote><p></p>
[QUOTE="Trit One-Ear, post: 6097837, member: 6678017"] I'm on the fence about making the players the generals in this scene. It is a very cool idea/trope and one I'd love to use at another time, but... just doesn't feel quite right here. Maybe it doesn't play into the bedlam I want them to experience in the streets. 100% agree with making PC's make decisions. That's great advice. I'll come up with some choices and their repercussions, maybe even come up with 8 or so different "paths" they could take (first choice sends them towards a choice they wouldn't have encountered otherwise, and so on). A bit more prep work, but could be fun. I could also reuse some events/choices, as this design doesn't have to have a replay value like computer RPG's :) I'm going to safe the mind control moral debate for the Duke who, while generally a nice guy, has some less than savory characteristics that might motivate the heroes to use this opportunity to remove him from power... one way or another. The Captain of the Guard is a cultist agent himself, and legitimately evil, so he'll most likely be a straightforward brawl (with some creepy sadistic themed abilities etc). I agree directly with your set up for the Succubus fight. The entire duke's council will most likely be mind controlled at this point, along with more human guards, and some devil shocktroops. I just need to make sure she's able to get away from the ranger and monk long enough to make the fight interesting. Please, to those who haven't posted, I'm still completely open to new thoughts! If I'm missing some great ideas for events or moments, even images, or if you just think I'm totally off base, I'd love to hear what you're thinking. Let me know! Trit [/QUOTE]
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Retaking a City - Help designing events or encounters
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