How to deal with an orphan?
Hey there,
I am writing an adventure for my PnP group which involves the possibility for the heros to deal with an orphan.
Short plot summery:
The client (~8 yo girl) asks the players to find her parents. When the players find her parents there is the possibility for them to be killed (maybe even by the players themself). (FYI: The players are not villains, I want to include the risk for them to deal with strong emotions and solving the created situation)
The problem now is, that I don't know how to solve this. I don't want to end the adventure with 'The girl cried when you told her that you killed her parents!' (And I think my group don't want to do something like this either)
I don't know what they could do to solve this.
Can someone give me advice?
Posted Feb 23, 2017, 5:19 PM UTC
I'm not going to pretend I know exactly how this adventure is planned out but I like to think there is a possibility for at least 3 branching paths. I'm also assuming the parents aren't perfect and may in fact illicit some inadvertent reason for the players to murderhobo them.
The players could put the parents behind bars or just straight up convince the parents to take back their kid.
Like if the players bust in determined to kill the parents because they left their child an orphan, then of course the kid will cry if there was no due course for justice to be discussed between the two parties.
The use of evidence doesn't have to be objectively correct either. If both the players and the orphan are convinced then the orphan won't be as sad, or may be happy depending on what happened.
There's endless possibilities and how the orphan could respond, but that's the beauty of play: we don't know until the moment occurs. Do what you think makes sense for the entire table with the information you know. Failure is okay so long as everyone understands and accepts how it got to that point.
EDIT: for other more foreseeable happy endings the players could find some infertile couple who would love to take in the orphan girl. This would probably alter/add a challenge in the second half of the investigation to help the couple construct a convincing lie for the orphan.
The point is it's not your job as the GM to know the beginning, middle, and end of an adventure. Rather it is to present the situation, help and challenge the PCs to move towards their intended goal, and hope for the best.