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07-14-2005, 11:04 AM
Post originally by The Old Geezer at 2005-07-14 10:04:18
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.. how do the other PLAYERS feel about this? If they're all cool with this, then OK. If one or more players are seriously unhappy, though, you may have to pull out the 'it was all a dream' dodge. Unhappy PCs can make for an interesting game; unhappy players can kill a game.

-- Old Geezer

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07-14-2005, 12:01 PM
Post originally by walt c at 2005-07-14 11:01:07
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We're on the same wavelength. I almost typed your suggestion, practically word for word, in my response to Sergio and Rob!

At current count, two of my players (including the "perpetrator") seem willing to follow this through. I haven't taken the pulse of the third player yet.

But...

I'm not sure if the "perp" realizes that the most likely result is the loss of his character, one way or the other.

We'll see how it all shakes out on Sunday.

Walt

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07-15-2005, 01:39 AM
Post originally by Rob Carriere at 2005-07-15 00:39:51
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What old geezer said is excellent advice. I'm just here to ask one annoying extra question:

"I'm not sure if the "perp" realizes that the most likely result is the loss of his character, one way or the other."

Now, clearly, I don't know more about your campaign than the write-up you gave, so I'm likely way off base. Still: I don't see that from what you wrote. The PC is going to be chewing on fall-out for a bit, he may end up eating crow and trying to reverse out of this organization again, but other than that? Are the Invisible Ninja Geeks after everybody who joins this little club?

The reason I'm asking is that you yourself said that at best you had sent ambiguous signals about this organization. So I'm thinking that if you now remove the PC from the game, you're in effect sending the signal "Get back to my plot! SLAP!"--and that was what you said you didn't want to do.

If you and all your players are on-board with seeing where this goes, I'd say just let the PC muddle on on his own initiative. It might be a good trick to sound out the player whether he thinks it would be cool to stick with this group and go down in flames, or stick with them and try to reform them, or stick with them and sabotage them, or get the heck out and lose _everybody's_ trust, or...

If you know what would make his eyes light up, you know what sort of adversity to pile on and what sort to conveniently forget about.

SR
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07-15-2005, 01:43 AM
Post originally by Rob Carriere at 2005-07-15 00:43:09
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Forgot to add: Whatever you decide, I wish you all a great session sunday!
SR
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RPGnet Columns
07-15-2005, 05:50 AM
Post originally by walt c at 2005-07-15 04:50:03
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Hi, Rob, thanks for your thoughts!

You are a bit off-base, but, as you said, that's probably due to my vagueness.

At this point, the "perp" has severely damaged his ties with at least one member of the party (a party of three). If intra-party ties can't be patched up enough to the point where the three of them can go on adventures together, then I'm stuck running separate adventures every session (which may or may not be feasible). My comment reflects the fact that it will be very difficult for the other players to accept a cold-blooded murderer as a member of the party. In that case, the "perp" would end up relegated to NPC status.

An alternative that I've been considering is to have the player create a new character that can become the new "Number 3," while his old character follows through with his subplot. Again, this may or may not be feasible.

All of this, of course, is pure speculation. I need to see the fallout from Sunday first.

Walt