Vorpal word
2008-12-07, 10:30 AM
I have a party that hasn't let me have a single session without winging half of it. Here's an example from 3rd level:
The party had just killed a sorcerer in town as part of a murder investigation. Naturally, the town guard member with them was killed in the fight. Although the sorcerer was in fact evil, there is no proof whatsoever, so the town guards arrested the PCs.
Now, my plan was that the players (who included a Str 21 CN orc barbarian) would immediately fight off the guards (There were only seven, six first-level warriors and a first level fighter) and bolt for the gate, which was only a couple hundred feet away.
Instead, they surrendered and were brought before the town council, who sentenced the barbarian to death and the druid to exile. At this point, the monk (who was being played temporarily and would leave at the end of the session) had a fit and attacked the druid, causing her to be led away in chains. Next up, the paladin betrayed his "friends" and joined the town guard. And finally, the druid and barbarian decided to run anyway, except now they had to cover an extra hundred feet.
Considering that I made up the council on the spot, it went pretty well.
Has anyone got advice on how to avoid this next time? Or has anyone else had the same problem?
The party had just killed a sorcerer in town as part of a murder investigation. Naturally, the town guard member with them was killed in the fight. Although the sorcerer was in fact evil, there is no proof whatsoever, so the town guards arrested the PCs.
Now, my plan was that the players (who included a Str 21 CN orc barbarian) would immediately fight off the guards (There were only seven, six first-level warriors and a first level fighter) and bolt for the gate, which was only a couple hundred feet away.
Instead, they surrendered and were brought before the town council, who sentenced the barbarian to death and the druid to exile. At this point, the monk (who was being played temporarily and would leave at the end of the session) had a fit and attacked the druid, causing her to be led away in chains. Next up, the paladin betrayed his "friends" and joined the town guard. And finally, the druid and barbarian decided to run anyway, except now they had to cover an extra hundred feet.
Considering that I made up the council on the spot, it went pretty well.
Has anyone got advice on how to avoid this next time? Or has anyone else had the same problem?