| Greg Wyatt |
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You are all outstanding. Thank you so much for the great advice. I've got some thinking to do.
The biggest problem I have with this group is that they could literally do anything. They could murder hobo through all of the noble houses until there is no opposition. They could spend their significant treasure to buy loyalties. They could use their CHA PC to roll some ridiculously high Diplomacy on everyone. Or they could just barge into a Council meeting and challenge the current ruler. Or some combination thereof. I have had to do a lot of prep for this side adventure to prepare for any and all contingencies. I currently have Roll20 maps setup for random city marketplace battles, random manor house battles, castle battles, tavern battles, street battles, and the set piece catacomb battle which may or may not happen.
The last time I GMd the adventure was far too much on rails. I had a story to tell and they went along with it. I'm trying to make this far more open world, which means I have to be ready for anything. Which means that every week it keeps getting more and more insane. Please, do not get me wrong, and thank you for reading this far as I vent my spleen, but I really do love doing this. It has been invigorating to GM this adventure, it's just also been challenging, and making a cast of character - a High Council - each with their own motivations and relationships with all of the others, this will be the biggest challenge yet.
Come to think of it, if I do it right these murder hobos might actually have to pay attention to the plot hooks and character details. You know, that could be interesting if I set it up where each of the Council members has their own unique hook and if they ignore it and approach that member incorrectly the whole thing goes sideways on them. Add some last minute backstabbing and insert a NPC who knows what they did from last adventure and we might have something.