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Urban campaign and Bounty Hunter ideas...
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<blockquote data-quote="grufflehead" data-source="post: 5384932" data-attributes="member: 35977"><p>Disclaimer - I'm not at all familiar with Sigil (other than the concept behind it), and have very limited knowledge of Eberron and Waterdeep.</p><p></p><p>A bunch of questions that popped into my head (in no order):</p><p></p><p>- how big is the city?</p><p></p><p>I'm assuming pretty big if you are talking about multiple wards, and the fact that it's obviously big enough for criminals to get 'lost' in</p><p></p><p>- what is the make-up of the populace? Standard races? How weird do they get? </p><p></p><p>Again, I'll assume there is a pretty eclectic mix else all these outsiders will stand out like a sort thumb. </p><p></p><p>- What do the 'ordinary' people do?</p><p></p><p>Presumably all the functions of a standard city have to be fulfilled as the economy will drive everything. If there are merchants, refuse workers, doctors, teachers, clerks etc, how do they react to the (apparently) fairly commonplace occurence of extra-planar creatures appearing?</p><p></p><p>And on the subject of economy, while putting it in a bizarre location sounds fun, how do people trade (how do they do it in Sigil?)? Are the trade routes by sea, land, both, extra-planar themselves? Something else? The more you have to shoehorn things in, the more it will either turn into Sigil, or possibly become weird enough that it turns people off.</p><p></p><p>With all these ordinary fleshpods on the go, *any* sort of extra-planar creature could easily go on a killing spree before the law caught up with them. That suggests that there is some sort of compact which is well understood by all regarding how to behave (regardless of alignment). There must be a compelling reason why outsiders come to this place for the 'amnesty' - why not just disappear to some backwater of the Prime Material? Why run the risk of being caught by the bounty hunters? And if the 'carrot' for refugees is the possibility of freedom if they remain hidden (freedom from whom exactly?), then the penalty for breaking the 'First Law' has to be final - any outsider who kills/rapes/insert other capital crime while in the city, will, when caught, have their essence completely and irrevocably destroyed for all eternity. Who is capable of carrying that out?</p><p></p><p>As far as turning it into something like an AP, there needs to be a plot apart from just 'go and catch this guy'. Episode 1 has the new recruits doing just that, but by episode 2, a seemingly routine assignment has to lead to something more. Some ideas might include:</p><p></p><p>- another outsider is the only one with the info the PCs need; but he needs something from them...</p><p></p><p>- a crime is committed that spans the authority of the city guard and bounty hunters; who has jurisdiction?</p><p></p><p>- someone/thing is framed and the PCs have to assemble the clues to prove their/its innocence</p><p></p><p>- perhaps the bigger plot could be that something has escaped from a (let's say) lower plane. Normally, compact rules apply, but in this case, the escapee has something so powerful/explosive that the powers that be have decided they want it back and will go to any lengths to get it. Part 1 might be that they send something to find and silence the escapee; the PCs intervene and stop it. Part 2 is an escalation, maybe the powers deliberately stir up trouble and attempt to use the turmoil as cover for another snatch attempt. Then the denouement (perhaps of the whole AP) is a full scale assault on the city by the legions of hell/the abyss.</p><p></p><p>Just rambling now but maybe throws up some questions you haven't thought of.</p></blockquote><p></p>
[QUOTE="grufflehead, post: 5384932, member: 35977"] Disclaimer - I'm not at all familiar with Sigil (other than the concept behind it), and have very limited knowledge of Eberron and Waterdeep. A bunch of questions that popped into my head (in no order): - how big is the city? I'm assuming pretty big if you are talking about multiple wards, and the fact that it's obviously big enough for criminals to get 'lost' in - what is the make-up of the populace? Standard races? How weird do they get? Again, I'll assume there is a pretty eclectic mix else all these outsiders will stand out like a sort thumb. - What do the 'ordinary' people do? Presumably all the functions of a standard city have to be fulfilled as the economy will drive everything. If there are merchants, refuse workers, doctors, teachers, clerks etc, how do they react to the (apparently) fairly commonplace occurence of extra-planar creatures appearing? And on the subject of economy, while putting it in a bizarre location sounds fun, how do people trade (how do they do it in Sigil?)? Are the trade routes by sea, land, both, extra-planar themselves? Something else? The more you have to shoehorn things in, the more it will either turn into Sigil, or possibly become weird enough that it turns people off. With all these ordinary fleshpods on the go, *any* sort of extra-planar creature could easily go on a killing spree before the law caught up with them. That suggests that there is some sort of compact which is well understood by all regarding how to behave (regardless of alignment). There must be a compelling reason why outsiders come to this place for the 'amnesty' - why not just disappear to some backwater of the Prime Material? Why run the risk of being caught by the bounty hunters? And if the 'carrot' for refugees is the possibility of freedom if they remain hidden (freedom from whom exactly?), then the penalty for breaking the 'First Law' has to be final - any outsider who kills/rapes/insert other capital crime while in the city, will, when caught, have their essence completely and irrevocably destroyed for all eternity. Who is capable of carrying that out? As far as turning it into something like an AP, there needs to be a plot apart from just 'go and catch this guy'. Episode 1 has the new recruits doing just that, but by episode 2, a seemingly routine assignment has to lead to something more. Some ideas might include: - another outsider is the only one with the info the PCs need; but he needs something from them... - a crime is committed that spans the authority of the city guard and bounty hunters; who has jurisdiction? - someone/thing is framed and the PCs have to assemble the clues to prove their/its innocence - perhaps the bigger plot could be that something has escaped from a (let's say) lower plane. Normally, compact rules apply, but in this case, the escapee has something so powerful/explosive that the powers that be have decided they want it back and will go to any lengths to get it. Part 1 might be that they send something to find and silence the escapee; the PCs intervene and stop it. Part 2 is an escalation, maybe the powers deliberately stir up trouble and attempt to use the turmoil as cover for another snatch attempt. Then the denouement (perhaps of the whole AP) is a full scale assault on the city by the legions of hell/the abyss. Just rambling now but maybe throws up some questions you haven't thought of. [/QUOTE]
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