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Post by towerwrath on Jun 18, 2013 12:02:55 GMT -8
So my players captured one of my villain's main henchmen, then they took him to the villain's house and threw him in the dungeon; they think the villain is their ally not the mastermind behind the coup they are trying to prevent, as he is one of the PC's father. So now I'm thinking about having the henchman glamoured to look like a different NPC, who would then follow the party and try to steer them away from the villain's scent. I am looking for some advice on how to pull this off without becoming DM Dickhead. Oh, and I am running a homebrew steampunk fantasy game in the savage worlds system; moderately low magic (it exists but is highly regulated) with age of discovery era tech, airships, and automatons. Thanks in advance for any advice.
-Towerwrath
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Post by Kainguru on Jun 18, 2013 12:43:36 GMT -8
You just do it. Given that he'll be misdirecting the PC's you probably will not need any more hints than that that something is wrong . . . By about the third screw over most players will smell a rat and start looking for answers . . . In fact the hardest thing to do will be you maintaining a poker face at the table Aaron
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Post by rickno7 on Jun 18, 2013 17:05:03 GMT -8
I believe I agree with Aaron here.
The more subversive and more underhanded you try to be, the more you'll be painting a big "hey look at me" sign to put on the guy's back. Less is probably more in this situation. Players are conditioned to look for the snake in the grass when they game, subtle hints that might work in other media will not work so well here.
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daniel
Journeyman Douchebag
Posts: 217
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Post by daniel on Jun 18, 2013 18:01:23 GMT -8
Although i would suggest not to hinder any distrust when nit developed. That could lead down the path of the dick GM. But you should be ok as long as you don't actively use any OOC persuasion on the PCs when they do start smelling it.
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