• Wermhatswormhat
    link
    fedilink
    arrow-up
    37
    arrow-down
    1
    ·
    2 years ago

    Then there needs to be consequences for that. Now they’re in jail and the quest is to escape before the party is executed.

    My DM always says, you can do anything you want, but there will be consequences.

    • RomanianDude@ttrpg.networkOP
      link
      fedilink
      English
      arrow-up
      42
      arrow-down
      1
      ·
      2 years ago

      The killing was at the end of the oneshot, so i simply finished by saying that they got captured by the authorities and executed for murder.

  • GreenMario@lemm.ee
    link
    fedilink
    arrow-up
    35
    ·
    2 years ago

    They get arrested, and for community service, they have to do the quest or get hanged…hung.

  • Square Singer@feddit.de
    link
    fedilink
    arrow-up
    20
    ·
    2 years ago

    I had something like that happen. I had to rewrite the whole story on the fly and kept hinting at the big, important mystery that they missed out because they killed the people necessary for the initial hook of the quest.

  • jjjalljs@ttrpg.network
    link
    fedilink
    arrow-up
    8
    ·
    2 years ago

    One of the things I like about the CofD games like Mage is it has a mechanical tracker for doing vile stuff. “Sure, you can curse him to vomit forever but that’s going to call for a Wisdom check.” Losing wisdom means you’re worse at containing spell miscasts. Uncontained spell paradoxes will ruin your day. And hitting wisdom 0 means the character is unplayable.

    I’ve stopped a lot of nonsense with “that’ll be a wisdom check, if you’re sure you want to do that”