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What details do I need for an assassination target?
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<blockquote data-quote="Wednesday Boy" data-source="post: 5451208" data-attributes="member: 53678"><p>Hi ENWorld!</p><p> </p><p>I am at the very beginning steps of creating a one-shot inspired by the film Munich (<a href="http://en.wikipedia.org/wiki/Munich_(film" target="_blank"><span style="color: deepskyblue">http://en.wikipedia.org/wiki/Munich_(film</span></a>), wherein the PCs will have a number of targets to assassinate. I think the Dread system will be a good system for alluding to the film. And it means I don't need to focus on stats, maps and such. But I need help on story details to have prepared.</p><p> </p><p>I never GM so I'm looking for advice on how I should go about designing the targets and encounters. My players are proactive, so can I simply rely on their own ingenuity? Or should I design specifc ways each assassination should go down just in case they flounder?</p><p> </p><p>If I'm relying primarily on the players' ingenuity, what should I have prepared? Would it be sufficient to give them the target's typical routines and improv from there or do I need something more?</p><p> </p><p>And I think I neded to have a number of snags to throw at the players when they do their missions to make them interesting. So any SNAFU recommendations would be awesome.</p><p> </p><p>You general thoughts, recommendations, and brainstorms would be greatly appreciated! Thanks!</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 5451208, member: 53678"] Hi ENWorld! I am at the very beginning steps of creating a one-shot inspired by the film Munich ([URL="http://en.wikipedia.org/wiki/Munich_(film"][COLOR=deepskyblue]http://en.wikipedia.org/wiki/Munich_(film[/COLOR][/URL]), wherein the PCs will have a number of targets to assassinate. I think the Dread system will be a good system for alluding to the film. And it means I don't need to focus on stats, maps and such. But I need help on story details to have prepared. I never GM so I'm looking for advice on how I should go about designing the targets and encounters. My players are proactive, so can I simply rely on their own ingenuity? Or should I design specifc ways each assassination should go down just in case they flounder? If I'm relying primarily on the players' ingenuity, what should I have prepared? Would it be sufficient to give them the target's typical routines and improv from there or do I need something more? And I think I neded to have a number of snags to throw at the players when they do their missions to make them interesting. So any SNAFU recommendations would be awesome. You general thoughts, recommendations, and brainstorms would be greatly appreciated! Thanks! [/QUOTE]
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What details do I need for an assassination target?
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