Samuel Drake Response to Slavery

Started by DollarPhil, July 14, 2010, 09:36:19 AM

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DollarPhil

I'll start off by saying that I like the potential for the quest to create conflict, and the case of an evil act actually being risky.  However, the way its implemented makes little sense and can lead to the quest being tied up. I was playing an alt a while back who chose the enslave option, and our entire party was hiding in the basement until some Sons PCs moved away from idling in the area by Drake.

It doesn't make sense that NPC Sons don't react to this blatant accusation of slavery, or that you have to end the quest by talking to Drake and thus have I AM EVIL SLAVER broadcast to all and sundry, especially as there's an alternative way out. Could it be made so that the "dive down" option offers a way to quit the quest and thus avoid Drake, but instead it auto triggers a "where did those guys get to, how suspicious" sending or something?

Ordeal

It seems like a reasonable alternative would be a bluff check, saying you don't know where the kids went, or that they're dead. Anybody who derives from that that you're a slaver must certainly be metagaming. It also gives lying PCs something to do, and a reason to bring along someone with bluff.

DollarPhil

Yeah but then it'd be the reverse problem in that bluff would be instant lack of consequences, plus who's to say that PCs would be fooled by the same level of deviousness that gets Drake convinced, and so on.

OldPortOutcast

While I don't think this quest option is presented in the greatest area for it, I'd say that most PCs out there know that slavery will get someone in mortal trouble in the Docks.

They know the consequences, and just because its a scripted NPC shouldn't make PCs immune to them.

What may be an easier solution is if Samuel Drake is moved inside by the quest area itself, rather than standing around in the Docks.

Drakill Tannan

Improve the gold reward that drake gives, and give an alternative exit. If you decide not to use it, you can attempt to bluff drake, if you fail, it counts in the same way as if you failed a pickpocket check with a merchant back at the zig: the docks NPCs will not offer services anymore and will tell you to "Leave or else". DMs can be notified and the PC can be told OOCly that he shouldn't hang arround the docks anymore.

johanmaxon

Or, when you don't let the children go, Drake pays you less as he get angry? Perhaps still you get some more gold for selling the children, so it is worth the risk, but also an ok reward if you don't.

DollarPhil

Quote from: OldPortOutcast;191847While I don't think this quest option is presented in the greatest area for it, I'd say that most PCs out there know that slavery will get someone in mortal trouble in the Docks.  They know the consequences, and just because its a scripted NPC shouldn't make PCs immune to them.

My thoughts exactly, it's odd that the Sons NPCS don't respond to this or that it doesn't lock you off the quest.

QuoteWhat may be an easier solution is if Samuel Drake is moved inside by the quest area itself, rather than standing around in the Docks.
That would work brilliantly. People could still overhear if they decided to sneak about there, but you wouldn't be stuck with always being unable to end the quest for fear of revealing your Evil Plot. I recall once having the guy I did the quest with end it from invis, using a retreat potion to get clear before a PC went after him.  In fact, it could be even better if Drake was moved below. Give him an OOC note saying "you may PVP in front of Drake without a DM if it is about slavery" and you have the potential for consequences, no need for a DM for it, but the option to end the quest "safely" if you are careful.

As a final thought, there's the issue to consider of misclicks or intra-party conflict with regards any scripted response to children being captured or released.