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Re: [DL] my group the update
Marhsall Law wrote...
>>>I don't like the "White Hats" speech. I'd create a series of adventures for the players that started them down the road of the Reckoners. Put them in similar situations where they have to choose how to act and if they continue playing as they have been, play into their powertrip. Have townspeople fear them and roll over to their demands if the town isn't adequately protected. Give them the rush of power that comes from being evil. But always include signs that they are choosing the path of their damnation. Preacher sermons, newspaper articles, bounty hunters, lawmen etc... Give them a classic "save the helpless woman and child" scenario and have the women recoil in horror and tell her children to run when she realizes who her benefactors are. Then introduce them to a real fearmonger. Have them join up with someone who is REALLY evil and reveal it over the course of several adventures. Show them what evil really is and show them how they first stepped on that path during this adventure. If you simply GM-kill them with cheating NPCs that won't solve anything except make players think "Ok, we're not playing the way the GM wanted, so he killed us." That's not going to make them appreciate and get into the Deadlands setting. Making them realize it for themselves by letting them take your campaign down that dark path for a while will end up giving the players a healthy respect for what's down that road and will make them realize why they shouldn't go there. At the very least, when they eventually die either to the good guys or the bad guys (and I agree, this particular group MUST eventually die, it's just a question of what lesson you want to teach) they will realize you didn't GM-cheat them and they will respect you a lot more for it.
CRK<<<
I have to agree with this. Rather than killing them, or even giving them a speech, SHOW them what they are doing. Of course, it probably means a major rework on your campaign. So maybe the speech is just easier.
John Gallagher