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Scenario and setting design, with GM and players in mind
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<blockquote data-quote="MGibster" data-source="post: 8766194" data-attributes="member: 4534"><p>When I ran a Trail of Cthulhu campaign a few years back, I instructed the players to create characters that were connected ot the New York police department in some way. They could be beat cops, detectives, prosecutors, defense laywers, etc., etc., but they had to be someone with connections to the police force. I ended up with the following: Two police detectives, one doctor (coroner), one reporter on the crime beat, and a psychologist who consulted with the NYPD. Each investigator had levers to pull, a vested interest in solving the case, and understood what was going on. I designed the campaign around a weird series of crimes involving a mythos entity and it worked well. (The Investigators won, but they were all killed in the last scenario save for the PC who gave birth to herself.)</p><p></p><p>Once of the things I'd do, is tell the players when they were barking up the wrong tree based on what their characters would know. The of the detective Investigators tried to get information out of a mid-level mafia boss by threatning to arrest him. I paused the game for a moment and told him his character knows that this won't work, especially since he threatened the boss in front of his underlings. This NPC will not talk under such circumstances, but you might be able to get him to talk by threatening him in other ways, especially if his underlings don't hear you.</p></blockquote><p></p>
[QUOTE="MGibster, post: 8766194, member: 4534"] When I ran a Trail of Cthulhu campaign a few years back, I instructed the players to create characters that were connected ot the New York police department in some way. They could be beat cops, detectives, prosecutors, defense laywers, etc., etc., but they had to be someone with connections to the police force. I ended up with the following: Two police detectives, one doctor (coroner), one reporter on the crime beat, and a psychologist who consulted with the NYPD. Each investigator had levers to pull, a vested interest in solving the case, and understood what was going on. I designed the campaign around a weird series of crimes involving a mythos entity and it worked well. (The Investigators won, but they were all killed in the last scenario save for the PC who gave birth to herself.) Once of the things I'd do, is tell the players when they were barking up the wrong tree based on what their characters would know. The of the detective Investigators tried to get information out of a mid-level mafia boss by threatning to arrest him. I paused the game for a moment and told him his character knows that this won't work, especially since he threatened the boss in front of his underlings. This NPC will not talk under such circumstances, but you might be able to get him to talk by threatening him in other ways, especially if his underlings don't hear you. [/QUOTE]
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