Want to have a campaign where PCs get caught up in Sharn's gangs, unsure how to start

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#1

fey_feline

Jun 24, 2010 22:58:36
I'm thinking a campaign where the PCs either end up working for Daask, The Boromar Clan, The Tyrants, or maybe House Tarkanan. The problem is this: How does one thrust a group of well-meaning adventuerers into a life of crime and villainy in Sharn's seedy underbelly?

Only idea I have would be them getting framed for something and needing to take refuge with one of these groups, thus owing them and having to do dirt work, but that doesn't sound quite right.


Ideas? 


Oh, the party consists of a Human Artificier, a Half-Orc Fighter, an Avenger of The Traveller [Race Undecided], and a few others.
#2

Dargurd

Jun 24, 2010 23:48:37
Well one option is as part of character creation or indeed 1st launch session you simply tell them they are part of the gang culture of Sharn. Ask them to give you a reason as to why they indeed ended up in this culture and there ya go !

I'm sure there are better ideas out there but this is what i would do.
#3

fey_feline

Jun 24, 2010 23:58:55
Simple, but brilliant! I just may use this, if nothing more gripping comes up!
#4

Alas

Jun 25, 2010 1:26:53
Getting the players' approval is a very good idea. You don't have to worry about luring them into the main plot, and they get a chance to arrange their characters appropriately. The players can even tailor their characters' backstories to complement each other, rather than the "met in a tavern" trope.

It looks like you have a diverse party shaping up already. Keep in mind that even though Daask's leaders are mainly monstrous, and the Boromar's chiefs are all halflings, any of the criminal gangs in Sharn could have cliques, crews, or other sub-units that are off-type. If the players want to run with a gang whose profile is very different from theirs, maybe they're an "expansion team" trying to win approval. Good opportunity for adventures, there.

Good luck! 
#5

MrCelsius

Jun 26, 2010 11:26:11
     I like the idea of drawing each character into involvement with a different gang and then playing out the conflict from there.

     One of the characters manifests an aberrant mark and immediately faces some persecution, but the ready ally of House Tarkanan is there to lend aid (perhaps the assailants were sent by Tarkanan to drive the PC into the House's arms -- perhaps the mark isn't even real!).

     Another PC has an illicit habit which has been supplied by Clan Boromar, but now they've decided that their services (or perhaps their silence in regards to same) has the price of some not-so-legal assistance.

     Another PC is informed that Daask has captured zir family and will introduce them to the unfriendly end of a cockatrice if zie doesn't do precisely as zie is told.

     Yet another PC finds zirself embroiled in a maddening charade being enacted by the Tyrants; the character awakens in a strange place with a new face to news on the street that zie has been murdered.  It appears that somebody went to great expense to see that the character was given a new life, complete with a disturbingly ubiquitous (yet impossibly evasive) cast of changeling acquaintances, but why?

     Set them at cross-purposes and see how they sort it all out.  Bonus points if they turn their respective problems against one another, but the only real win condition is survival.  Of course, if you don't like the multi-gang element, you could always pick one of the above plots for everyone.  I think that last one would be most entertaining to see befall an entire party.
#6

durskut

Jun 27, 2010 7:26:27
The only thing I have to add is one of my groups got caught up by doing what PCs do: killing.  They were on an unrelated mission to the Sharn underbelly and got a goblin to guide them someplace.  Upon arrival, a PC slew the goblin and they entered their target.  Upon completion, one of Daask's lieutenants and several gang members were waiting outside to bring the PC in to pay up for killing their man.  The group went along with it, and started doing jobs for Dassk!
#7

Madfox11

Jun 28, 2010 3:36:47
Set them at cross-purposes and see how they sort it all out.  Bonus points if they turn their respective problems against one another, but the only real win condition is survival.  Of course, if you don't like the multi-gang element, you could always pick one of the above plots for everyone.  I think that last one would be most entertaining to see befall an entire party.

There is a distinct danger though of the campaign comming crashing down if you purposely put players against each other. Make very sure your players would like such a setup, and more importantly, that they have the attitude to be able to deal with inter-PC treachery and backstabs without it becoming a conflict between players. In my experience, a bit of friction between PCs is great for RPing, but it disrupts the game if the conflicts become to big.

Mind you, blackmailing PCs into cooperation is a sure way to get them to actually oppose the blackmailers. In this case, the PCs might very well form an alliance to fight both Boromar and Daask ;)

Note that personally I had no problems at all to get the PCs involved in the gangs of Sharn when I run a Sharn campaign. I was not really planning to do so, but when my players created a half-orc street thug working for Boromar, a sleezy loanshark and a halfling of House Jorasco I only needed to think on how to get the warforged Morgraive university guard, Morgraive professor and ranger from the King's Forrest into at least temporary joining the Boromar and that was not hard ;)

#8

MrCelsius

Jun 28, 2010 8:30:11
There is a distinct danger though of the campaign comming crashing down if you purposely put players against each other. Make very sure your players would like such a setup, and more importantly, that they have the attitude to be able to deal with inter-PC treachery and backstabs without it becoming a conflict between players. In my experience, a bit of friction between PCs is great for RPing, but it disrupts the game if the conflicts become to big.


     Oh, I merely meant setting their affiliated gangs at cross purposes, not the characters themselves.  I think things would be much more entertaining if everyone was united together and found creative ways to succeed while cooperating or deceiving their superiors by some means.  As might be inferred from the scenarios I suggested, I'm proceeding from the idea that the characters are not true devotees of their respective organizations; everyone's been press ganged into service in one way or another, so there's not much love lost between them and their respective superiors.

     Basically, picture Lucky Number Slevin if Slevin were five people caught between five gangs instead of one guy caught between two.  As a DM and as a player I'd prefer to establish a character background which generally puts the group's loyalty to one another beyond question (well... let's leave enough room for a little paranoia when things get dicey, but the base assumption is cooperation).  That way you get the 'group plotting trickery together against outside threat' instead of 'each player character secretly plotting trickery against the others'.  There's nothing inherently wrong with the latter playstyle, but it's much more insular and generally manifests as an entire session of silent note-passing with the odd shifty glance.  Not as fun in my book.
#9

Hellcow

Jun 29, 2010 23:16:41
I was putting together a gang war game a little while back, but I planned it as the focus of the game - with the understanding that it was a campaign the players were interested in doing. The players were working for the Boromar Clan. The leader was an aspiring boss who'd gotten ahold of a small chunk of territory. The other players were his enforcer, bodyguard, and mystic specialist (interested in illegal experiments that make things go boom). The point of the arc was to chart their efforts to expand their power within the organization, while dealing with conflict with the other gangs, the watch, idealistic adventurers, and internal politics... ultimately playing a higher level strategic game between the hands-on adventuring sessions. Sadly, it didn't get off the ground, but I'd still like to run it.
#10

juanpierre

Jul 01, 2010 21:53:23
I'm currently running a Sharn campaign, and the group is touching on some of this stuff.  The rogue in the party used to be a footpad for the Boromar Clan before he started adventuring.  There's a price on his head because he botched a heist a few years back and then quit the gang.  The player came up with all of this, and I'm just responding in the story.  So that's one option.  Let the player have a past connection, and go from there.  My next session there will be an encounter with his old Boromar Clan buddies who are coming for him.

In general, I think it can be difficult to have an adventuring group be too tied to a certain organization.  Especially if they have varying backgrounds.  In such cases, I think it's important to disconnect the individuals from their various ties so that the party eventually becomes their primary allegiance.

This is definitely the case in my group I DM.  I mentioned the rogue above.  There's also a Deneith Sentinel Marshal in the group.  He's currently getting tied up in some enclave politics, and could easily be on the outs after Tasra and Lalia d'Deneith take over leadership of the Marshals (I develop this in my game).  There's a Cannith artificer in the group who just found out she was excoriated and has no idea why (ala Lei from City of Towers- I steal wantonly ).  She also has some reason to fear that her dragonmark is mysteriously changing into an aberrant mark.  There's a shifter ranger who is a King's Shadow, and has been given the mission to find the Son of Khyber (ala Thorn- I continue to steal wantonly ).  Eventually he's going to get his burn notice.  And there are a few more examples. 

And all of this revolves around a poor dwarf who used to work for the Boromar Clan who developed an aberrant dragonmark and killed a prominent Cannith blacksmith by accident.  He was being actively recruited by the Tarkanans when the group caught him while working for House Deneith.  So see how I bring the group with varied backgrounds together by creating a situation which touches on each of them?  Works for me.  There are one or two PCs who are kind of along for the ride, but it includes the majority of the group in gang/organizational intrigue without having to actually join the gang.

Unless you tell everyone beforehand that their PC will be a member of this gang or that gang, it can be tough to plausibly keep them all together if you focus too much on one organization.  But keeping them or getting them aloof yet still involved can create some cool situations.
#11

hademair

Jul 31, 2010 18:38:10
Resurrecting this thread; I'm seeing parallels with the sort of campaign I'd like to run. You could involve the PCs by starting them out as inquisitives hired to investigate gang activity. But to get the kind of leads they really need to make a dent in their case, they need to align themselves with an opposing faction--and they justify the affiliation as a necessary, temporary evil. The Boromar / Daask rivalry creates a natural opportunity for this sort of a plot.

I personally like the idea of rooting around in the affairs of Daask because of the connection to Droaam--and ultimately, perhaps, the opportunity for some pretty epic encounters with Droaam's militant warlords or even the Daughters of Sora Kell themselves.

I'm still trying to flesh out some ideas about Daask's ultimate purpose, though. Could their illicit transactions be a way to line Droaam's war chest? What are your thoughts? 
#12

hanzo187

Jul 31, 2010 21:53:33
I'm thinking at least one or two PC's had a parent with an outstanding debt or major slight (such as robbing or killing an important member) committed against one of the gangs. That gang made sure they learned who did it, and when they found out the child was coming to Sharn, the PC would have to fulfill the debt or die on the spot. Given the circumstances, I would expect them to choose the former.

I would also think Daask, before its presence became official, may have had something to do with the Glass Tower. That could be put in.
#13

Gurv

Aug 01, 2010 18:08:37
An interesting question, what Daask's ultimate purpose is. That's something I might want to explore in the game I'm designing, where the characters are to be members of the Watch.

Since Daask ultimately works for Droaam and the Daughters, then whatever they're really up to is ultimately a goal of theirs. Although it isn't impossible that the criminal organization exists just to gather money for the Droaam army, it doesn't seem like enough.

Although Daask performs plenty of thuggery and petty crime, a more interesting element is their involvement in the drug trade. Plenty of money is made there too, but it also gives them a great deal of influence over their clients. Being the only source of dragon's blood isn't something to overlook. Dragon's Blood is expensive, meaning that only the wealthy are buying it. And its effects are mostly effective on those with magical abilities, most often the dragonmarked. The stuff is terribly addictive. Meaning that an increasing number of rich and powerful people are becoming enslaved to Daask and their masters. The Daughters are gaining a lot of leverage each time a key political player needs a fix.