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Dargoth
Great Reader
Australia
4607 Posts |
Posted - 28 May 2005 : 08:01:58
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My Players Keep out
This isnt to do with an FR campaign hopefully Alaundo wont object, its more of a general DM dilhema than something specfic to a campaign seting
Its actually to do with a SW D20 game Im thinking of running.
Heres the scenario and campaign description
The campaign starts with the Players serving the Empire but during the campaign they come in contact with a jedi who at some point asks the characters if they wish to abandon the Empire amd join the Rebels. This is the moment of truth for the whole campaign and there decision will effect what missions they go on for th rest of the campaign, it will also effect whether the party stays together.
When the Jedi makes the offer hes reading the characters minds. I can think of only 3 valid responses to the question.
Yes Ill join No I wont join or Lie and say they will join but really still be working for the Empire
The method Ive thought of for resolving this is to hand each player a piece of paper and have them write down what there characters wants to do. They would not be able to discuss this with the other players as it represents what the mind reading attempt by the jedi picks up. They would then hand me the pieces of paper and Id roll a will save for each character to see if the jedi successfully reads the characters thoughts.
Now heres where the fun starts
The players then have to verbally tell me what their characters response is to the Jedis question ie what the characters say.
I then read the notes for the characters who failed there saving throws.
If all 4 characters choose to join the rebels, then fine
If all 4 characters choose to stick with the Empire, then fine
However if the party has mixed response then thats where the problem appears
The Jedi will not take any character whose responded with an open rejection or a character who failed his save and planned to infiltrate the Rebels with him. He will take only those characters whom he believes are sincre ie Open Accpetence and characters who passed there save but plan to betray the rebels.
Ive decided to go with majority rules when comes down to plot direction if 3 out of 4 of the players choose to go one way or the other than the 4th player will have to create a new character (the old character will become an NPC)
If I get a deadlock 2 vs 2 then the 2 sides will roll dice and who ever roles the higher will decide the campaign (Which means 2 players would need to create new characters)
This decision wont happan until 3-5 level (Im still designing the campaign) Now should I tell the players before they create their characters up front that a choice will be made some where during the campaign and its possable that you may need to create a new character or shold I just let them run with the campaign and "let the chips fall where thy may when they reach the point"
Coments? Anyone else had this or a similar problem
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“I am the King of Rome, and above grammar”
Emperor Sigismund
"Its good to be the King!"
Mel Brooks |
Edited by - Dargoth on 28 May 2005 08:03:08
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Alaundo
Head Moderator
United Kingdom
5695 Posts |
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Wooly Rupert
Master of Mischief
USA
36804 Posts |
Posted - 28 May 2005 : 18:25:28
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What if they say they want to think about it?
Also, I don't think that someone who's planning on continuing to serve the Empire (Zhents, Big Al ) should necessarily be denied the chance to join. I would, in fact, allow the would-be betrayers to join.
Why? They could be very useful... They could be used to feed disinformation to the Empire. They could also wind up changing their minds once on the side of light, and join the Rebels heart and soul. Even better, they could decide to join the Rebels and act as double agents. |
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Dargoth
Great Reader
Australia
4607 Posts |
Posted - 29 May 2005 : 01:24:57
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quote: Originally posted by Wooly Rupert
What if they say they want to think about it?
Also, I don't think that someone who's planning on continuing to serve the Empire (Zhents, Big Al ) should necessarily be denied the chance to join. I would, in fact, allow the would-be betrayers to join.
Why? They could be very useful... They could be used to feed disinformation to the Empire. They could also wind up changing their minds once on the side of light, and join the Rebels heart and soul. Even better, they could decide to join the Rebels and act as double agents.
I suppose they could go away and think about it but if the Jedi senses a "Conflicted party" then he may well approach the characters on a one on one basis.
The problem with feeding a known betrayer false infomation is that it will effect the "Loyal" memebers of the party to as they will be traveling together (I want to avoid a "one character stabs the rest of the party in the back situation" and ticks all the other players off) |
“I am the King of Rome, and above grammar”
Emperor Sigismund
"Its good to be the King!"
Mel Brooks |
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