From: | shadowrn@*********.com (Zixx) |
---|---|
Subject: | On the subject of good and evil |
Date: | Wed Sep 19 14:05:01 2001 |
> >> >What is the fun of warning the players that they are walking or
> >> > running the wrong side of the tracks?
> >>
> >> It's a lot of fun from the GM's point of view as the characters
> >> throw all their worldly possessions in a duffle bag and head out
> >> the door as quickly as possible as they try to figure out how
> >> they're going to hide from the long arm of the law.
> >
> >Does that work for you? My players usually assume that I've just
> >taken out their character and only wait to the cops to collect
> > them. Oh well.....
>
> You know, we're just getting into that portion of our little run.
Try not to shout too much :)
Make a bright red door labled 'EXIT' appear in front of them.
Or have someone talk to them about 'disappearing' five minutes before
things get ugly.
Or maybe prepare a handout "HOWTO run away" and leave it laying on
the table, while you have to get cigarettes.
You know, the subtle way...
Zixx