Ry
Explorer
Imaro said:I was wondering...don't the problems need a hook of some sort for the PC's? Especially the encounters where Javeed is concerned. I guess I'm asking why wouldn't they just walk away from the problem? Especially the assasination and master fight.
That depends on your PCs, really. When I think of the Javeed encounter (please intervene) I think of it as a request from an NPC that the PCs already like. If you're stuck for such a character / the PCs are brand new, one great way to do that is to let the PCs, before the start of the game, make up one contact each in Iova's Tryst. Then pick the most appropriate of those characters.
As for the assassination - the PCs see what's going to happen, and if they don't act, they have to live with the fact that they let someone die based on mere dislike. That wouldn't sit well with my players, but your mileage may vary. Standing back while something evil happens to someone you don't like is a bad thing, and a magistrate summoning them or giving them a curfew order because of their suspected involvement would definitely dampen the PCs' spirits. So yes, it's a moral dilemma, and that doesn't work for every group.
Imaro said:I'm a little fuzzy on resources...are these for the players to use to solve problems or threats? That's the gist I'm getting...is that correct? Shouldn't there be two rewards, one for solving the problem and one for overcoming the threat?
Resources and rewards, like problems and threats, are all generally items in a Tars-method DM's bag of tricks. Say your players are floundering for an information source - you might have a resource that you could introduce for them when the story starts to drag. Alternatively, you might throw in a resource to emphasize a certain element - for example, PCs get very attached to NPCs that give them good deals.
Rewards don't need to be related 1:1 to problems or threats, although they can be. Sometimes the only reward for defeating a threat is ridding the world of a dangerous monster - heck, sometimes defeating a threat can get you into even more trouble. A DM throws in a reward when he thinks the players have done well and deserve to be rewarded - and it makes sense at the time, of course. By having several rewards scattered about a situation, the DM has a lot to work with and can customize on the fly based on what happens in the situation itself.