
Little Skylark |

Some time ago the party I GM was falsely accused of a political murder. My idea of the dungeon was that they could prove their innocence after some adventuring. If they do this they find out that the people who framed them are planing a war, a war they can stop.
However, they don't feel like they have a chance and are thinking about fleeing the country.
First I was thinking of ways to keep them in the country, but now I'm in doubt. If they choose to flee I'll need to make a new plan (which is a lot of extra work). I do however like the idea of them having a choice that changes things. (If they don't stop the villains there will be war etc.)
Since I'm still in doubt, what would you do as GM, and what would you like as a player?

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You should never force players to follow choices they don't want to follow.
If they want to flee, let them.
Now how I would resolve this would go something along the lines of them being pursued (The crown, bounty hunters, etc...you pick) and perhaps rescued/hidden by "someone" who knows the "truth" of how to clear themselves.
Make it clear that running will lead to pursuit, and then give them a solution. But extra work is part of being a good GM. Players surprising you is what makes the whole thing fun.

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Apparently I haven't been clear, with "letting them flee" I meant, "letting them get away" without clearing their name first that is.
They can "try" to get away. Fleeing the country doesn't remove bounties, it just means they are being hunted in other countries by bounty hunters.

Devin O' the Dale |

sounds like it is time for a new npc who may have overseen something...... a mysterious note, a murder mystery, turning the tables and exposing the accuser .....
the real issue is the PC's perception of ability to clear their names ....... so do a little dm nudging to keep them in town and on the adventure path without having a steam locomotive come rattling through the city...... always a fine line

Cult of Vorg |
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If they want to run, either give them a reason not too or roll with it and have adventures escaping the country. If it's a warmongering conspiracy, chances are they have agents in other countries, which they can run into to get them on track to unravel the conspiracy again, just from the other end.
If they've missed a solution to clear their name without running, either ask them why they think it won't work, or make it more obvious.

DM_Blake |

However, they don't feel like they have a chance
This is where YOU, the GM, went wrong. Unless maybe you didn't go wrong but your players are all clueless ninnies and missed all the info you gave them. Even then, you might recognize that they are clueless ninnies and make sure to give them a clue that even THEY can't miss.
If you want them to go to that dungeon, make sure they know what they stand to gain. Have some NPC meet them and tell them what they can gain. Maybe something like this:
An old crone carrying mysterious deck of cards stops you on the street, her bony hand clutching your arm like a claw. She says 'Come heroes, I have a fortune for you that you must hear.' There is something about her, some compelling virtue, that makes you sense that she might really know your future." Let them make Sense Motive checks or whatever, have her be very persuasive, even dropping clues about their personal activities that nobody could possibly know. She reads their fortune and tells them of the crime and their false accusation and where they can find the real perpetrators and evidence to clear their names. She might even see an alternate future of them running to another country but being caught by bounty hunters and forced to pay for this false crime. Then the old crone tells them that the choice is theirs, only one of these futures can come true.

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I agree with the position several others have stated: Let them do as they will. They can have a few sessions of life on the lam and you can engineer a hook or two that will lure them back in the general direction of your dungeon.
Here's a fun possibility: have an established villain from earlier in the game contact the PCs and sincerely offer sanctuary and assistance. Not only does he get to give his secret-origin-sob-story to the PCs, he can drop the plot-hook you need ("I, too, was framed - before I accepted my true role in life as an Evil Overlord. I no longer want to be 'pardoned' by those short-sighted fools, but I do still want the person who framed me to be exposed - and I know where you can find proof of your innocence and further my revenge at the same time...")

Blueluck |

Just be honest with them. "If you choose to flee the country and hide out, it works. Congratulations, you all retire, change your names, and lead happy and healthy lives as farmers, innkeepers, or constables, living to a ripe old age with many children. The end. If, instead, you decide to live a life of honor and adventure, I've written a campaign you're welcome to play."
Imagine you were running Kingmaker, and the PCs decided they didn't want to go exploring. Skull & Shackles, but they decided not to be pirates. Rise of the Runelords, but they were all, "Runelords seem fine, let's get a beer." There is a social contract between players and GMs that says you will present them with a reasonable adventure, and they will go on said adventure.

Reecy |
BAH force nothing let them run...
You do realize they are playing into what you want... You want them to run you want them scared and then you royally Piss them so they want nothing more than to hunt down the guys who framed them because they burned down their barn!!!
Its playing excellently... You did great... You imposed an amazing emotional response and I commend you for it. Now give them a reason to want to go back... Build on that fear and turmoil. You got the makings of a great game. The Army can be after them assassins from the royal family could sent. Make them angry that they can not get a good nights sleep til they are fed up and want to go end it.

Ximen Bao |

Just be honest with them. "If you choose to flee the country and hide out, it works. Congratulations, you all retire, change your names, and lead happy and healthy lives as farmers, innkeepers, or constables, living to a ripe old age with many children. The end. If, instead, you decide to live a life of honor and adventure, I've written a campaign you're welcome to play."
Imagine you were running Kingmaker, and the PCs decided they didn't want to go exploring. Skull & Shackles, but they decided not to be pirates. Rise of the Runelords, but they were all, "Runelords seem fine, let's get a beer." There is a social contract between players and GMs that says you will present them with a reasonable adventure, and they will go on said adventure.
You're not wrong, but you're too general.
What you said is on-point for modules and APs.
For home games, like the OP appears to be running, there's a good chance there's a different dynamic involved.
In the game I'm running, I told my players that they can go wherever they want, do whatever they want, and there will be monsters, loot, and adventures available for them. The world is going on in the background, cities are teetering on revolution, zombie plagues are being contained, mysterious monster disappearances are going uninvestigated, the cold war between the psionics and the paladins is stalemated, and so on. Meanwhile the party has chosen to explore the ruins of ancient civilizations.
And that's fine. It fits with their motivations. When they come out of the wilderness with their loot, they'll have a bunch of other situations to deal with.
Different social contracts for different games. Mine is more "give me some advance warning" than "stay on the rails."