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posted by [personal profile] mylescorcoran at 11:56am on 13/01/2005 under
Our role-playing group got together for another session last night. We're in the middle of a long-running campaign based on the misadventures of a group of superpowered spies working for Sir Francis Walsingham, Elizabeth I's spymaster and member of the Privy Council. It's set a few years before the Spanish Armada, and involves a lot of unsavory work being carried out by the PCs in the name of the Queen and the security of the realm.

Currently the PCs are embroiled in a meandering plot revolving round the actions of a necromancer who's attacked and destroyed the Ghost Watch, a group of spirits recruited by one of the PCs (himself a ghost) to defend the grounds of Hampton Court and the person of the Queen when she's in residence. This fellow has also slain two clairvoyants working for the spy ring the PCs are involved with, and attacked an Italian sorcerer the PCs hired to track down the necromancer.

This whole storyline seems to have gone on too long to me, but I'm finding it difficult to reach a satisfying conclusion. There are certain facts established by the play so far that make it difficult to wrap things up with a big fight (the traditional ending for many a long-running baddie in RPGs), as the fellow is damnably hard to hurt, or even lay hands on. There are some crucial links to another villain, who's been lurking in the background for ages, that I thought were well flagged but don't seem to have registered with the players. I'm afraid I've made the players gun-shy, as their early encounters with him were threatening and dangerous, so now they tend to flee whenever he makes an appearance. I like to let the players' preferences lead me as a GM; I try to encourage them to narrate, to suggest and to direct things, but for this storyline at least, they've ended up being almost entirely reactive. What do I need to do to shake them into action, I wonder?
There are 6 comments on this entry. (Reply.)
 
posted by [identity profile] mytholder.livejournal.com at 04:12am on 13/01/2005
Give them a tool to force a confrontation. If they have some way to confine or hurt this guy who's 'damnably hard to hurt, or even lay hands on', then they can take steps to deal with him. You can even force the issue by having him threaten them more and more.
mneme: (Default)
posted by [personal profile] mneme at 05:19am on 13/01/2005
Yup.
It seems like the two things the PCs need are a way to force a confrontation on their own terms (lots of possibilities here, can be very player directed if they
 
posted by [identity profile] purplecthulhu.livejournal.com at 05:46am on 13/01/2005
Yes, this sounds the right idea to me. They get wind of something that will allow them to defeat him. Of course, it might not be easy to get, and might be useful to him as well, so they have to act *now* before he can beat them to it!
mylescorcoran: (Default)
posted by [personal profile] mylescorcoran at 06:33am on 13/01/2005
Thanks for the advice. It seems obvious now, but I must have not made it obvious enough to the players so far. They have the old signet ring worn by the Necromancer when he was alive, as they found his old body and dealt with that. All we need to do is come up with some satisfying way of using the ring to get at him.

Now I write it down, the ring, the Necromancer, and the wraith-like minions he commands are all too JRR if you ask me. God, I can't even recognize my own sources. I'm steadfastly going to refuse to allow the PCs to drop the ring into the top of Mount Snowdon, that's for sure.
 
posted by [identity profile] sammywol.livejournal.com at 12:17pm on 13/01/2005
Speaking as one of the blind PCs I blame lack of sleep. I for one am well aware that necromancers don't get buried with magical signet rings unless they are important. Sadly I have been unable to translate this meta-knowledge into character action. Apart from bleating that 'this thing must be very important!' to the others who, lets face it, ignore me like the librarian I am and showing it to the only tame magician we know of i am a bit stumped. Perhaps it could possess Pete's character - he's used to possession these days.
mylescorcoran: (Default)
posted by [personal profile] mylescorcoran at 12:51am on 14/01/2005
I though about the possession angle, but there's a lot of that going around these days, and Pete's already taken the brunt of it. The note passing to Alex on Wednesday was significant, but he's perhaps not the best person to pick up the idea and run with it.

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