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Recruitment- PLANESCAPE: Intrigue. Reopened
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<blockquote data-quote="DammitVictor" data-source="post: 9074100" data-attributes="member: 6750908"><p>This is how I run my games, and how I prefer to play in games, and why I normally prefer being the Token Evil in a standard goodly campaign. Ask me about <em>Terminator</em> some time.</p><p></p><p>With some caveats. The advice you've been given about <em>competing </em>interests versus <em>conflicting </em>interests is very solid. Making sure the PCs (and the <em>players</em>) have a strong vested interest in trying to thread the needle between their personal and party objectives is critical. Making sure you've got players who enjoy losing as much (or more) than they enjoy winning, and that you can run a game where losing fuels growth and complexity rather than stagnation, is a huge part in making something like this work.</p><p></p><p></p><p>Make it <em>Dead or Alive</em>, which usually implies the client <em>prefers</em> to take them alive, for reasons, and is offering more rewards-- direct and indirect-- for doing so. Tie this into the other players' motivations, as well. The <em>maverick</em> player, well, they're getting a bigger reward for making sure the mark doesn't make it... but they're also earning a different set of faction rewards, from the other client, <em>for the whole party</em>. The conflict isn't they're screwing the party to push their own agenda, it's that their <em>making the choice</em> for the party without consulting them.</p><p></p><p>If Joe makes it to Bob <em>mostly intact</em>, the whole party is in good with Bob and Charlie is pissed at the maverick.</p><p>If Joe winds up in the deadbook "by accident", the whole party is still <em>mostly good</em> with Bob, and Charlie is happy with the maverick <em>and the party</em>.</p><p></p><p>If <em>Bob</em> finds out the maverick deaded Joe on purpose, he's angry at the whole party.</p><p>If <em>the party</em> finds out the maverick got Joe dead on purpose, that's <em>magic</em>.</p><p></p><p>But yeah... this is my preferred mode of play.</p></blockquote><p></p>
[QUOTE="DammitVictor, post: 9074100, member: 6750908"] This is how I run my games, and how I prefer to play in games, and why I normally prefer being the Token Evil in a standard goodly campaign. Ask me about [I]Terminator[/I] some time. With some caveats. The advice you've been given about [I]competing [/I]interests versus [I]conflicting [/I]interests is very solid. Making sure the PCs (and the [I]players[/I]) have a strong vested interest in trying to thread the needle between their personal and party objectives is critical. Making sure you've got players who enjoy losing as much (or more) than they enjoy winning, and that you can run a game where losing fuels growth and complexity rather than stagnation, is a huge part in making something like this work. Make it [I]Dead or Alive[/I], which usually implies the client [I]prefers[/I] to take them alive, for reasons, and is offering more rewards-- direct and indirect-- for doing so. Tie this into the other players' motivations, as well. The [I]maverick[/I] player, well, they're getting a bigger reward for making sure the mark doesn't make it... but they're also earning a different set of faction rewards, from the other client, [I]for the whole party[/I]. The conflict isn't they're screwing the party to push their own agenda, it's that their [I]making the choice[/I] for the party without consulting them. If Joe makes it to Bob [I]mostly intact[/I], the whole party is in good with Bob and Charlie is pissed at the maverick. If Joe winds up in the deadbook "by accident", the whole party is still [I]mostly good[/I] with Bob, and Charlie is happy with the maverick [I]and the party[/I]. If [I]Bob[/I] finds out the maverick deaded Joe on purpose, he's angry at the whole party. If [I]the party[/I] finds out the maverick got Joe dead on purpose, that's [I]magic[/I]. But yeah... this is my preferred mode of play. [/QUOTE]
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