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Shawshank Redemption d20, or GM needs help with campaign prep
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<blockquote data-quote="Peni Griffin" data-source="post: 4184001" data-attributes="member: 50322"><p>I actually did this as a one-off, back in the early days, as a test-run for the rules. I unjustly imprisoned the characters they came up with (generated at 3rd level to maximize the number of rules we could try out) and gave them a motive to break out.</p><p></p><p>The prison in question was a former residence castle converted for use as a city jail. I used the floor plan of a real castle and placed it on the map of downtown San Antonio. I set up guard rotations, populated the different cell blocks and set different levels of security, located features like the guard quarters, evidence locker, morgue, laundry room, etc., and had a timeline for what point all hell would break loose as the civil war started. Then I sat back and let the players do their thing.</p><p></p><p>I had no idea how they would break out. My job was to run the people and obstacles intended to prevent them from doing so, not to guide them or babysit them. Although their first attempt failed, their second attempt not only succeeded, it prevented the second scheduled disaster on the time line and would have changed the whole shape of the civil war, had I had the energy to play out the campaign.</p><p></p><p>Unless you have passive or unimaginative players, I recommend this heartily. Letting the players choose whether they're running bad guys or good guys is a good start. Do that, and continue to take your cue from them, playing their opposition to the best of your ability.</p><p></p><p>And get some of those genuine floor plans. They save a lot of work.</p></blockquote><p></p>
[QUOTE="Peni Griffin, post: 4184001, member: 50322"] I actually did this as a one-off, back in the early days, as a test-run for the rules. I unjustly imprisoned the characters they came up with (generated at 3rd level to maximize the number of rules we could try out) and gave them a motive to break out. The prison in question was a former residence castle converted for use as a city jail. I used the floor plan of a real castle and placed it on the map of downtown San Antonio. I set up guard rotations, populated the different cell blocks and set different levels of security, located features like the guard quarters, evidence locker, morgue, laundry room, etc., and had a timeline for what point all hell would break loose as the civil war started. Then I sat back and let the players do their thing. I had no idea how they would break out. My job was to run the people and obstacles intended to prevent them from doing so, not to guide them or babysit them. Although their first attempt failed, their second attempt not only succeeded, it prevented the second scheduled disaster on the time line and would have changed the whole shape of the civil war, had I had the energy to play out the campaign. Unless you have passive or unimaginative players, I recommend this heartily. Letting the players choose whether they're running bad guys or good guys is a good start. Do that, and continue to take your cue from them, playing their opposition to the best of your ability. And get some of those genuine floor plans. They save a lot of work. [/QUOTE]
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