so I recently started running Ebberon and I was wondering what the scholars at D&D Beyond think of my idea.
So at the first session the party (Changeling Rogue and Aasimar Bard, hoping to add more) was traveling by lightning rail to Sharn when the train was attacked by goblins. They killed the goblins and arrived at Sharn, they explored the city and we ended the session.
Now that the party in Sharn, I want to run a storyline where a Sharn politician hires them to heist things from their enemies and deceive the party into believing that they're stealing from corrupt people when it is in fact their patron who is corrupt, when they catch on he sends the Sharn Watch after them and forces them to flee the city. But their old patron still sends assasins after them. I have more that I'm drafting up but I was wondering what you guys thought of that story idea. Thanks in advance!
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my name is not Bryce
Actor
Certified Dark Sun enjoyer
usually on forum games and not contributing to conversations ¯\_ (ツ)_/
For every user who writes 5 paragraph essays as each of their posts: Remember to touch grass occasionally
It sounds like a nice idea to springboard off of from a plot perspective. I like the idea that the party will then need to travel around Khorvaire trying to build up the strength to return to Sharn and take down their old employer.
However, the one thing to watch out for, is the players reaction. There's a chance they might react negatively to being betrayed and chased out of the city without any chance to avoid falling into their patron's trap. As long as you don't railroad this plot, and give the players opportunities to discover the truth (it doesn't have to be, and shouldn't be, easy, mind you), they should be cool with it, you just always wanna make sure your players don't feel cheated by a plot point.
Thats a good wisdom. I was thinking that the party would slowly discover their employer's true nature (finding letters, voter history, and ties to evil cults) and then when they confront him he would do that thing from John Wick 2 where he tells them they have like 3 hours to leave before he puts money on their heads. I'm not sure if that's railroady or not
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my name is not Bryce
Actor
Certified Dark Sun enjoyer
usually on forum games and not contributing to conversations ¯\_ (ツ)_/
For every user who writes 5 paragraph essays as each of their posts: Remember to touch grass occasionally
I like that. If it's a slow burn realization that's driven by the players, rather than a big reveal, I think the players will have a lot more fun with it. They'll have more time to figure their plan of action and won't be left with that nagging feeling of "what did we do wrong/ what could we have done differently??"
One thing I'll add though; don't count on your players retreating when he says "you have 3 hours." If they're smart, they might, but typically players hate to retreat and might try fighting their way out. Unless you intend that this is a fight they should be able to win, maybe try and make it extra clear to the players that they're so outnumbered and out-gunned that to fight would be certain death.
so I recently started running Ebberon and I was wondering what the scholars at D&D Beyond think of my idea.
So at the first session the party (Changeling Rogue and Aasimar Bard, hoping to add more) was traveling by lightning rail to Sharn when the train was attacked by goblins. They killed the goblins and arrived at Sharn, they explored the city and we ended the session.
Now that the party in Sharn, I want to run a storyline where a Sharn politician hires them to heist things from their enemies and deceive the party into believing that they're stealing from corrupt people when it is in fact their patron who is corrupt, when they catch on he sends the Sharn Watch after them and forces them to flee the city. But their old patron still sends assasins after them. I have more that I'm drafting up but I was wondering what you guys thought of that story idea. Thanks in advance!
my name is not Bryce
Actor
Certified Dark Sun enjoyer
usually on forum games and not contributing to conversations ¯\_ (ツ)_/
For every user who writes 5 paragraph essays as each of their posts: Remember to touch grass occasionally
It sounds like a nice idea to springboard off of from a plot perspective. I like the idea that the party will then need to travel around Khorvaire trying to build up the strength to return to Sharn and take down their old employer.
However, the one thing to watch out for, is the players reaction. There's a chance they might react negatively to being betrayed and chased out of the city without any chance to avoid falling into their patron's trap. As long as you don't railroad this plot, and give the players opportunities to discover the truth (it doesn't have to be, and shouldn't be, easy, mind you), they should be cool with it, you just always wanna make sure your players don't feel cheated by a plot point.
Thats a good wisdom. I was thinking that the party would slowly discover their employer's true nature (finding letters, voter history, and ties to evil cults) and then when they confront him he would do that thing from John Wick 2 where he tells them they have like 3 hours to leave before he puts money on their heads. I'm not sure if that's railroady or not
my name is not Bryce
Actor
Certified Dark Sun enjoyer
usually on forum games and not contributing to conversations ¯\_ (ツ)_/
For every user who writes 5 paragraph essays as each of their posts: Remember to touch grass occasionally
I like that. If it's a slow burn realization that's driven by the players, rather than a big reveal, I think the players will have a lot more fun with it. They'll have more time to figure their plan of action and won't be left with that nagging feeling of "what did we do wrong/ what could we have done differently??"
One thing I'll add though; don't count on your players retreating when he says "you have 3 hours." If they're smart, they might, but typically players hate to retreat and might try fighting their way out. Unless you intend that this is a fight they should be able to win, maybe try and make it extra clear to the players that they're so outnumbered and out-gunned that to fight would be certain death.