Sharn Watch Campaign

Post/Author/DateTimePost
#1

Gurv

Jul 30, 2010 0:37:52

I'm thinking about running a campaign where the PCs are members of the Sharn Watch. Its going to be 3.5e but I'm looking for adventure ideas and advice, so the ruleset shouldn't enter into it.

I can't think of a better way to introduce plot hooks than to simply have them assigned.

What I think will be difficult is keeping these members of the Watch on the right side of the law. I mean, most PCs are the vigilantees in a city adventure. How do I get them to follow police protocols, and act like law enforcement? Of course, they won't be awesome if they always go by the book. But they shouldn't be losing their jobs after every investigation either.

What do I do if they try to abuse their positions, arresting anyone who causes them the least amount of trouble? Its easy to explain why a regular adventuring group is ignored when they rant about monsters in the depths; why would members of the Watch have to face such things alone when they can put it in their report and send in the army?

Any thoughts?

#2

hademair

Jul 30, 2010 6:35:53

The Sharn Watch is pretty much reknowned for its corruption. Depending on which garrison or captain the PCs are working for, it could be par for the course. That can be a source of a lot of tension--do the PCs follow orders that clearly place them at odds with the law? Do they try to report the misdeeds of their fellow Watch? Who will listen?

If you know you want them to work for one of the few relatively uncorrupted outfits, it doesn't have to be hard to stay on the right side of the law. Crime is rampant in Sharn's seedier parts, and an idealistic captain may use the PCs as her elite task force for rooting out crime bosses and the like. The PCs can incapacitate their targets rather than kill; they can use interrogation when necessary without resorting to torture; they can confiscate contraband without themselves being tempted to redistribute; etc.

Abuse of power could be a problem, but you could keep that in check by providing consequences, such as sanctions or demotion. Most members of the Watch probably learn about these consequences during their training.

Finally, as to the question of purpose, usually calling in an army is impractical. Members of the Watch are expected to be self-sufficient, and the "big guns" are usually reserved for national security concerns. Even then, calling in an army is usually a difficult decision--it typically means ridicule for the ones who make the call because they couldn't "handle it" by themselves. Also, most of the time, these measures backfire--the force required for the situation ends up being much smaller than first thought.

#3

Gurv

Jul 31, 2010 1:32:46
Actually, I'm looking at placing them as part of the Warden Towers Garrison in Menthis. The corruption of the Watch is central to what I want this game to be about. Its a double edged blade. I expect that the PCs will need to go outside the law to really make a difference. I have no doubt they'll need contacts in the underground, that they'll look the other way when minor laws are being broken, and take contraband for themselves. They might even accept bribes or extort people.

This is Eberron, after all. The good guys aren't always good people.

I want them to focus on the bigger picture. Ignore a pickpocket who can point the way to a murderer. Use questionable methods to interrogate a kidnapper. Blackmail a dragonmarked heir to keep quiet about a sensitive investigation. Ultimately right more wrongs than they perpetrate.

What I'm worried about is that they'll be in positions of authority. That means they can just arrest people who get in their way, search properties openly instead of by stealth or stratigy, and gain the cooperation of NPCs who wouldn't so happily speak with regular PCs.
Of course, I could have to Watch sanction them if they go too far with it, or push the wrong people. But that's counterproductive to the plot; it wouldn't be long before they're drummed out of the Watch entirely and back to vigillantism. I want something that will discourage them from doing it in the first place.

I'm thinking of something along the lines of affiliations, like those mentioned in Stormreach. Conditions that increase the Affiliation score: solving crimes, arresting criminals to stand trial, acting within the law. Conditions that decrease the score: killing people who should have been arrested, causing trouble to individuals of protected social status, causing bad PR for the Watch, etc.

This game will be more quest-oriented than combat-oriented anyway. I think the majority of XP will be granted for dealing with major or minor quests.  A minor quest might be to reduce petty theft in a market district, with XP granted after stopping 10 crimes in that district. A major quest might be to complete an assignment: solve a string of related killings throughout the ward and bring the perp to justice. Any number of minor quests might be partly dealt with during the pursuit of a major one.

Thoughts?
#4

hademair

Jul 31, 2010 11:45:33
Ok, I like where you're going with this. Abuse of power becomes a much more salient concern when your PCs are working for a corrupted outfit, though, just due to the prevailing culture. That said, I like the idea of Affiliation as it relates to consequences. But it could lead to some undesirable effects, such as players being less willing to "do what is necessary" early on, because they haven't built up much of a reputation. Maybe that's realistic, though--as rookies, the players are still relatively clueless of just how deep the corruption of the Watch really runs.

I still think having codified bylaws, with clear consequences for unlawful behavior, helps alleviate some of these concerns. The PCs will learn through experience that some of those bylaws really don't mean anything, while others have severe consequences, by observing the internal goings-on of the Watch. They will also learn about certain social rules, like systems of favors, that usually keep the Watch's dirty business under wraps and while exonerating certain questionable acts. Since you're playing up the corruption aspect, the kinds of behavior that will get the PCs in trouble will be measured against benchmarks like "does this draw negative attention to the Watch?" and "will this place high-ranking officers at risk?" rather than "is this ethically questionable?"

I would argue that, in certain cases, those consequences could actually add to the story in significant ways. When the PCs find their titles revoked, perhaps they win the attention of one of the shadier members of the City Council, who grants a pardon in exchange for participation in a covert mission that ultimately benefits one of the criminal factions. Ironically, their success could lead to a promotion. Don't let the PCs run roughshod, but twists like this might be fun if used sparingly.
#5

sevoo

Jul 31, 2010 22:40:20
I want them to focus on the bigger picture. Ignore a pickpocket who can point the way to a murderer. Use questionable methods to interrogate a kidnapper. Blackmail a dragonmarked heir to keep quiet about a sensitive investigation. Ultimately right more wrongs than they perpetrate.

As a variation on the "affiliations" theme:  I'd give them a budget.  For each time they want to break the rules, they use up favors to get their coworkers or superiors to turn a blind eye. Framing it as a budget highlights it as something to be spent.  If they're out of favors, they'll have to start earning them again before they can do anything underhanded again. 

#6

Gurv

Aug 01, 2010 18:21:39
Ok, I like where you're going with this. Abuse of power becomes a much more salient concern when your PCs are working for a corrupted outfit, though, just due to the prevailing culture. That said, I like the idea of Affiliation as it relates to consequences. But it could lead to some undesirable effects, such as players being less willing to "do what is necessary" early on, because they haven't built up much of a reputation. Maybe that's realistic, though--as rookies, the players are still relatively clueless of just how deep the corruption of the Watch really runs.


Very much where I am going with this. As rookies, any screw ups they have might be overlooked or only lightly punished*. By the time they're expected to know the unwritten rules of the garrison, they'll have enough experience to know whose toes they can step on, and hopefully have a few strings of their own that they can pull to get out of trouble. As I said, blackmail and bribery can be used for good sometimes.

I still think having codified bylaws, with clear consequences for unlawful behavior, helps alleviate some of these concerns.


Like what? How would they work? I have to make sure that the game is fun too, and having the PCs being punished for what they do isn't really the best way to go about that. I've got to make sure that they have no compelling reason to act unlike members of the Watch. What kind of consequences are you suggesting, and how would they be enforced.

I would argue that, in certain cases, those consequences could actually add to the story in significant ways. When the PCs find their titles revoked, perhaps they win the attention of one of the shadier members of the City Council, who grants a pardon in exchange for participation in a covert mission that ultimately benefits one of the criminal factions. Ironically, their success could lead to a promotion. Don't let the PCs run roughshod, but twists like this might be fun if used sparingly.


Absolutely. But such things are only significant when used sparingly. I don't actually want them on the payroll of criminal organizations that help them keep their jobs. Assistance from the mob should come across as unwelcome; they should be uncomfortable to be in their debt.

#7

hademair

Aug 01, 2010 19:59:50
Making consequences fun all sort of depends on your group's preferences. So maybe (unwittingly) working for a criminal faction is not your cup of tea. You can change the facts. Personally, I love plot twists, patrons with hidden agenda, etc. So the criminal connection doesn't have to be obvious; in fact, the PCs could and should be appalled once they figure it out, leading to further adventures. But avoiding it altogether, maybe the pardon is a political move, a deliberate blow against a rather draconic captain's authority.

So about bylaws. Perhaps every garrison has a plaque listing various no-no's, and you could jot these down and share them with the players. There would be things like "Insubordination is not tolerated; the captain's word is the last word," or "Bribery is frowned upon; please do not let me catch you doing it." in the captain's handwriting, with a previous, stricter rule scratched out below it. NPCs will be helpful for providing insight about what types of behavior are tolerated or punished. In general, the goal isn't to restrict the PCs or turn them into goodie-two-shoes, but to frame their roles with added realism and generate gritty, Eberron-esque tension with their superiors. You basically just want the PCs to know that wanton disregard for standard procedure is not appropriate, but playing fast and loose is OK sometimes.

Enforcement is up to you. I think it can be as simple as providing an occasional interaction with a superior officer. "We noticed you left a couple bodies in an alleyway in Cliffside. Normally, we would look the other way, but... there seems to have been a witness." So enforcement is usually just a stern reprimand, but the PCs should know that their actions are being documented.

Really heinous infractions you want the PCs to steer clear of at all costs should be discussed with the PCs. You can use fun exchanges for this. "Oh, that Skoomish. He went on one of his sprees in High Walls again. Fathers and sons this time, I think. Luckily that Cyran tipped us off; he's at court right now and no sane barrister will touch the case. Poor, dumb Skoomish." That kind of thing
#8

SPQRAnarchy

Aug 14, 2010 20:31:29
I would run it in a way that really ties their actions to a superior that they have to trust to get the information they need to continue fighting coruption or avoid red tape on the way to the big coller.  Someone who can expedite their warrants and help them keep on the right side of the law before they feel they need to be on the wrong side to achieve anything. 

When they need to do a middle of the night B&E this person can arrange the warrants as they are breaking the windows and have them onsite within the hour.  When they need to get into a party to interogate the roght person they coime up with the invitations. 

Now, if they go arresting people for fun because they were annoyed by them the consequences go like this.

"Boys that baker you arrested last night for being mouthy was the son in law to so-and-so.  I just want to thank you for that.  Becauise of your rash actions he decided to revoke the rental agreement on 120 High Sky Tower, thats right, our magic research lab.  Any components and items we had are sitting in a warehouse downtown all boxed up for us.  Looks like we will be sitting in the wind when we need make some new weapons for a while."
#9

Gurv

Aug 17, 2010 20:32:40
Thats...good! Having a valued ally who gets in trouble when they act up is perfect. It doesn't slow the game down by penalizing the PCs directly, but it shows them that their actions have consequences. One step removed, it's slightly tangible to them, but doesn't derail the action. Thats the balance I want to maintain.

Thanks!