So i have a home brew campaign where the characters are a part of a criminal organisation. Kinda like a theifs guild bit not only being theifs. Murders and kidnaps as well. and i was wondering if anyone had any good ideas for an adventure of what they can do. Im at a bump in the road of where I can not think of an adventure for them other then stealing something again that the guild wants.
Have them pull off a heist along the lines of oceans 11, the Italian job, or something on a grand scale. But have the target be information, or have the government from their area hire them to prevent an assassination of a high official or something like that. Those skills don't always have to be used for ill gotten gains.
The local city watch raids the headquarters, forcing the characters to rebuild somewhere else. Or not, I generally think stories should be based on the character's goals, not a prewritten series of quests
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"What do you mean I get disadvantage on persuasion?"
I don't know, Sneet, maybe because your argument is "Submit and become our pet"?
As suggested, using the goals of the PCs can work very well. Think Sopranos, but with PCs as main characters and in a fantasy setting. However, it requires that the whole group find it fun and tend to mean that the players actively push the story as much as you, or even more.
What you could do - whether or not its player driven or not - is to throw in a twist down the line. Let’s say the PCs do pretty standard quests. Boss tells them to get that, kidnap them, threaten those etc. At first without any real pattern. They advance within the group and that seems to be it. Then it starts indicating a direction, where it is slowly obvious that the criminal group is just the tools of greater powers. Either it could tie into a power struggle within the town, or even country or empire, or its even more sinister and the typical “evil baddie that wants to rule the world”. If you let the PCs pave the way for what happens, you present them later on with the choice of either opposing this (ultimately making them the good guys) or having them plodding along as instruments of evil until the grand finale.
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So i have a home brew campaign where the characters are a part of a criminal organisation. Kinda like a theifs guild bit not only being theifs. Murders and kidnaps as well. and i was wondering if anyone had any good ideas for an adventure of what they can do. Im at a bump in the road of where I can not think of an adventure for them other then stealing something again that the guild wants.
Have them pull off a heist along the lines of oceans 11, the Italian job, or something on a grand scale. But have the target be information, or have the government from their area hire them to prevent an assassination of a high official or something like that. Those skills don't always have to be used for ill gotten gains.
The local city watch raids the headquarters, forcing the characters to rebuild somewhere else. Or not, I generally think stories should be based on the character's goals, not a prewritten series of quests
"What do you mean I get disadvantage on persuasion?"
I don't know, Sneet, maybe because your argument is "Submit and become our pet"?
-Actual conversation in a game.
As suggested, using the goals of the PCs can work very well. Think Sopranos, but with PCs as main characters and in a fantasy setting. However, it requires that the whole group find it fun and tend to mean that the players actively push the story as much as you, or even more.
What you could do - whether or not its player driven or not - is to throw in a twist down the line. Let’s say the PCs do pretty standard quests. Boss tells them to get that, kidnap them, threaten those etc. At first without any real pattern. They advance within the group and that seems to be it. Then it starts indicating a direction, where it is slowly obvious that the criminal group is just the tools of greater powers. Either it could tie into a power struggle within the town, or even country or empire, or its even more sinister and the typical “evil baddie that wants to rule the world”. If you let the PCs pave the way for what happens, you present them later on with the choice of either opposing this (ultimately making them the good guys) or having them plodding along as instruments of evil until the grand finale.