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Where have all the heroes gone?
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<blockquote data-quote="painandgreed" data-source="post: 2001289" data-attributes="member: 24969"><p>I don't think deciding to flee from a problem that seems over their head and not one they want to mess with necisarily means they should be playing farmers and smiths. Neither do I think running away is what any non-good character would do. I can think of lots of good characters I've played with that would have run away and lots of non-good, even evil that would have stuck around to kill those who framed them if not clear their names. I've seen more, who do value the kingdom their in and think that it is good simply surrender to the good clergy and expect magic and the system to clear them and find the real assassins.</p><p></p><p>Anyway, it sounds like you've got a story that the party simply isn't interested in or has presented them with one of those pesky role-playing problems ("My character would do this..."). Best choice is to end it and get it over with. They try and run away. They get captured. They're stuck in jail but are eventually free when cleared by magic and the authrities who have figured out what is going on. The party members that they leave behind are free and get to continue to investigate for a bit, earning more XP than those that fled, but are also captured and the plot is resolved. Of course, don't forget to charge them with any real crimes they commit in an effort to flee the ones they didn't, such as killing guards who try and arrest them.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 2001289, member: 24969"] I don't think deciding to flee from a problem that seems over their head and not one they want to mess with necisarily means they should be playing farmers and smiths. Neither do I think running away is what any non-good character would do. I can think of lots of good characters I've played with that would have run away and lots of non-good, even evil that would have stuck around to kill those who framed them if not clear their names. I've seen more, who do value the kingdom their in and think that it is good simply surrender to the good clergy and expect magic and the system to clear them and find the real assassins. Anyway, it sounds like you've got a story that the party simply isn't interested in or has presented them with one of those pesky role-playing problems ("My character would do this..."). Best choice is to end it and get it over with. They try and run away. They get captured. They're stuck in jail but are eventually free when cleared by magic and the authrities who have figured out what is going on. The party members that they leave behind are free and get to continue to investigate for a bit, earning more XP than those that fled, but are also captured and the plot is resolved. Of course, don't forget to charge them with any real crimes they commit in an effort to flee the ones they didn't, such as killing guards who try and arrest them. [/QUOTE]
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