Akari Sayuri "Tiger Lily"
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So say someone did a little, um, murder, and ended up originally traveling to Absalom in order to escape that. Is there any established way to deal with those kinds of back story elements in the context of PFS, and if so how do you deal with it as far as informing the GM and such? Given that there's so little flexibility in running the scenarios, and hence you can't just drop in random events with the law in town, do you just assume Pathfinder agents have some kind of diplomatic immunity and use that to ignore the back story during the session.
Plus, they totally deserved it, has to count for something, doesn't it?
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But why would such a character even go on a mission that leads to the land where he committed a crime? Didn't he go to Absalom to get away from that place?
As a player, you know which scenario will be played and you can easily look up the scenario's general description, which in most cases includes where it takes place. So if you know the characters will be sent to the place your criminal character tries to avoid, consider playing a different character.
Akari Sayuri "Tiger Lily"
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But why would such a character even go on a mission that leads to the land where he committed a crime? Didn't he go to Absalom to get away from that place?
VCs don't take no backtalk from uppity Pathfinders wanting to shirk missions, and the RP results can potentially be amusing for everyone involved :)
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Andreas Forster wrote:But why would such a character even go on a mission that leads to the land where he committed a crime? Didn't he go to Absalom to get away from that place?VCs don't take no backtalk from uppity Pathfinders wanting to shirk missions, and the RP results can potentially be amusing for everyone involved :)
Oh, the number of times agents have looked around the briefing table, then stared at Valsin for several minutes..."That's the mission? And you're sending us?"
Seriously, you're sending two clerics and a paladin to Rahadoum? Or the three Liberty's Edge halflings (who may or may not be Bellflower Network) to Cheliax? Oh! or any gunslinger on stealth mission? Just a few weeks ago, we had a GM come over to talk to our VC to find out what happens if the entire table refuses the mission: during the briefing, every character at the table said "Not only no, but hell no." (After an hour of discussion, the players eventually worked out an approach that they felt their characters could live with.)
So...
Get a hat of disguise. Tell the GM you're wanted in such and such a place and find out if they want to have any fun with it. If not, just stay disguised the whole time.
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Of course a player could always choose to have his character meet the others, hear the mission briefing and say, "No thanks, I don't think that is something I am capable of doing", and bow out of a scenario (with that character, assuming you absolutely feel as though your presence won't allow you to succeed... or as a player, if you are absolutely certain you will be unable to work/play with one of the other people at the table). If you truly want to maintain a back story with a built in risk that the GM cannot simply add to a PFS scenario, just have the character bow out in advance and maintain your own character consistency.
Akari Sayuri "Tiger Lily"
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Get a hat of disguise. Tell the GM you're wanted in such and such a place and find out if they want to have any fun with it. If not, just stay disguised the whole time.
Fortunately, being a Kitsune with Realistic Likeness and Sleeves of Many Garments makes things a bit easier if no one wants to check our paperwork (maybe I should tell my party I'm actually a doppleganger). Would also help keep it in the party (you look... different... today) unless one of those pesky lawful types butt in.
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Dorothy Lindman wrote:my musket master is QUITE stealthy (max ranks and DEX class)! oil of silence is his best friend.Oh! or any gunslinger on stealth mission?
One of the most amusing things you can see: A Paladin and an LG Cleric, Silver Crusade, trying to figure out how to ... acquire ... a document from a locked chest on a caravan...