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/tg/ - Traditional Games

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Anonymous 05/25/14(Sun)00:54 UTC+1 No.32337132 Report

Help me out a bit /tg/!

I will have to emergency GM tonight and I have no idea what to do, so I will run a one-session side quest resembling something I played a long ago. I'm going to have the guys find the spirits of a long dead party of adventurers who were betrayed, and help them obtain justice.

But I need a bit of creative help.

Can someone give me an idea for 4 adventurer ideas?
Anonymous 05/25/14(Sun)01:02 UTC+1 No.32337281 Report

Aurivik, a cheerful elderly Dwarven dog-handler and his three vicious mastiffs.
Anonymous 05/25/14(Sun)01:21 UTC+1 No.32337709 Report


What, you mean like a party of 4 adventurers?

Look at literally any RPG and rip off their main cast. Bam, done. What you should be asking is why your players should care and what these spirits will mean to them

You know your players and game better than I do, so I don't know if this will be kosher with your regular GM, but I would strongly consider using the existing fiction or, failing that, use Dungeon World's leading question technique to tie the characters into the situation better

Why simply find a bunch of spirits that they just *gotta* help when they could find the restless soul of someone they knew? It doesn't even have to be someone existing. Just use a leading question, like "[Player X], this spirit seems familiar to you, and then it dawns on you. You've met this gullible man before. How did you meet?" He makes up some history, and you take it from there. Now there may be a little more reason for them to help em

Also, I know you are probably wanting to make sure they are onboard with the quest, so if you really want to make sure of that then just weave their acceptance of the quest into the questions. "Alright boys, this session is going to be about helping some restless spirits you found in your travels find peace, so we should establish something; why did your characters decide to help this group of betrayed souls?" Or something to that effect

Point is, if the session is going to come grinding to a halt if they decide they don't want to help the spirits, just straight up tell them that they did, because that's what the session is about, and let them tell you why. Otherwise, don't assume they're just going to do what you think they will

Bring some ideas for the spirits to the table, but leave things open. Unless your players are wallflowers, they'll enjoy having the chance to answer some leading questions and help contribute to the setting and flesh out their character's history, even if they didn't expect that it'd come up
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