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Stop and See the Sights - Campaign Advice
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<blockquote data-quote="Blue" data-source="post: 7578890" data-attributes="member: 20564"><p>The players are clearly signaling where their current interest is. Forcing them to do something else would be contra-fun.</p><p></p><p>I'm sure part of this is that we're wired to protect children. So regardless of "he's not in immediate danger", this is the most important thing to them. Just the idea of a child forcibly kept from his family is causing the child harm - no wonder they see this as urgent. </p><p></p><p>Making a home base city and then putting their most important mcguffin outside that city seems to be counter productive. If the kid was known to be at one of the factions in that original city, but the characters couldn't prove it and/or local authorities wouldn't move on them without the balance on intrigue shifting then you could channel all of that into intrigue and "stay here".</p><p></p><p>But really, you see how they take rescuing the child as urgent - I would let them advance that and afterwards try to settle around a city again - perhaps one that you have already details where they now have support from some factions (with the kid being held for political purposes his return would give the party political supporters), and other factions annoyed at them. Now it's dynamic.</p></blockquote><p></p>
[QUOTE="Blue, post: 7578890, member: 20564"] The players are clearly signaling where their current interest is. Forcing them to do something else would be contra-fun. I'm sure part of this is that we're wired to protect children. So regardless of "he's not in immediate danger", this is the most important thing to them. Just the idea of a child forcibly kept from his family is causing the child harm - no wonder they see this as urgent. Making a home base city and then putting their most important mcguffin outside that city seems to be counter productive. If the kid was known to be at one of the factions in that original city, but the characters couldn't prove it and/or local authorities wouldn't move on them without the balance on intrigue shifting then you could channel all of that into intrigue and "stay here". But really, you see how they take rescuing the child as urgent - I would let them advance that and afterwards try to settle around a city again - perhaps one that you have already details where they now have support from some factions (with the kid being held for political purposes his return would give the party political supporters), and other factions annoyed at them. Now it's dynamic. [/QUOTE]
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