Silent Cal wrote:
I'd probably just cut down his initial speech considerably. The PCs are there to deal with an ongoing bar brawl, they don't have time to stand around listening to this guy chatter away. At the very least, don't have him mention his occupation out of nowhere.
If I run this, I'd probably deal with treasure through a combination of better gear provided by Headquarters, contributions from grateful festival organizers, and letting the PCs' equipment level up as they advance. Definitely no looting bodies or pocketing arbitrary fines (or citizens slipping purses of gold into the officers' pockets).
Maybe add a supply officer NPC to the Edgewatch station who issues higher-level equipment as the PCs become authorized for it -- but only if they fill out the proper forms in triplicate, of course.
As for the new gear, it's a bit disappointing the nightstick is such a poor weapon. And I'm definitely not going to be using the blindpepper bomb and tube in my game, given the real-world issues around the casual overuse of tear gas and pepper spray. Maybe some sort of sleep/knockout gas alchemical weapon would be a better alternative?
Some Kind of Chymist wrote:
It does seem like a pretty poor deal. Shoddy half-plate is, if I'm reading the rules for shoddy items right, AC +3, Dex cap +1, penalty -5 (unless you have STR 16+), and speed -10. And you can't sell it, so you might as well throw it away and buy medium armor out of your starting 15 GP -- you can probably afford scale or chain, both of which give you better benefits than shoddy half-plate.
If the PCs are members of the city guard in this AP, presumably they can hand prisoners over to NPC guards to haul off to prison. ("Book 'em, Danno.")
If killing enemies rather than letting them surrender is easier and more profitable, many players will choose that route. The only way to change that is to make surrender a more attractive option.
In my games, if the players accept an intelligent enemy's surrender, the enemy gives up their weapons, may pay a ransom and/or provide information, and then just vanishes from the story. I don't worry about where they go, or whether they'll come back looking for revenge -- you beat them, they leave, they're gone.
Yeah, this is unrealistic, but it also incentivizes the PCs to accept surrender, knowing that they won't have to drag prisoners through the rest of the dungeon.
I was a bit disappointed myself that the second half of the adventure was basically straight dungeon crawling, with no involvement of the circus at all. Still, we'll see how it develops.