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Why would he do something that stupid?

rancke

Absent Friend
I have this plot seed where a con man cheats the crew of a free trader, then takes passage with them to the next destination, where the con will very probably be detected (though not until the con man has had the opportunity to get lost in the population). This is not part of the con; he did not have to take passage.

The meta-reason why the con artist comes along for the ride is, of course, to give the players a chance to track him down[*], but that's not an in-game reason. Obviously the con man really needed to get to Nextworld ASAP. But why? I have a couple of ideas, but all of them are pretty generic. I have nothing that really appeals to me. Any suggestions?

It would be extremely neat if the reason somehow gave the PCs a clue to tracking him down, but so far I'm drawing a blank in that respect.


[*] Not much fun for the players to be told "You were cheated and there's really nothing you can do about it".



Hans
 
But why? I have a couple of ideas, but all of them are pretty generic. I have nothing that really appeals to me. Any suggestions?

It would be extremely neat if the reason somehow gave the PCs a clue to tracking him down, but so far I'm drawing a blank in that respect.

(Puts on creative thinking cap.)

The best, sometimes most believeable reasons are sometimes so far out there that they have to be the truth.

Here's an idea you may or may not like, but it will get the con man intimate, so to speak, with at least one of the crew.



* The con man cheats the crew (I assume you have an idea for that), not thinking that he'll ever see them again.

*The con man, being the model of society he is, likes his whores, and ends up catching (insert space-age super-veneral-disease...or, just use something like a meta-accelerated strain of plain old syphilis--something the players can recognize and understand how bad it is...print off pictures off the net as player hand outs to make it even more real).

*The world the con man is on is TL 9-. In order to treat this disease, the con man needs to get to a TL A+ world. The disease isn't immediately critical, but space travel is slow, and the trip may be more than one jump. We could be talking more than a month before the con man see a TL A+ doctor to treat his affliction, so he's quite motivated to get going. And, of course, the con man has already seen symptoms.

*The con man signs on as a passenger, hoping that his con will not be discovered. Maybe the trip is longer than one jump, but the con man hopes to find another ride at the next destination.

*During the jump, the con man comes to see the ship's doctor. What I like about this is that the ship's doctor, unless healing the crew after a fire fight, typically doesn't have much real-world doctoring to do. I like to throw in some colds and diseases with my crews to keep him busy and the trip life-like. This can be a heck of a role playing escuse with the ship's doctor and the con man NPC. Will the Dr. keep quiet? Will he tell the Captain..the other crew?

*Maybe the con man knew about his affliction all along--this is why he did the con in the first place. Because taking care of this advanced form or space age syphilis ain't cheap. He doesn't have insurance. And, the world he was on couldn't take care of him anyway. This may not be the entire truth (or, it may be, depending on how you want to play it), but if the con man is caught, he can play this card, looking for the sympathy vote. The ship's doctor can back him up as to how long he's had the disease. And, whether con or the truth, he con man can say he got it while in the military, serving the Imperium--that may bolster some more sympathy for him to use agains the crew.

*The con man either turns out to be a really good con man, using the sympathy ideas above. Or, this can be one of those tales where the con man did it for a reason, and the sympathy ideas above are real. That's up to you.



It's a bit unconvential, but I'm guessing your players haven't seen that type of thing before--which will make it interesting.

And...that's my idea.

I'm sure there will be others.
 
Maybe the con man is so arrogant he likes to rub their nose in it. It is where he gets the rush not from the con but letting the mark find out and know he was right under their noses and got away. People can be strange like that.
 
Perhaps the con man is also running a con against the current world's government intelligence spooks, and didn't realize that they'd find him out... and they guillotine traitors. So all of a sudden he needs a ride offworld, and this is the ship that's leaving soonest. Plus, perhaps he has a "rapport" with the crew already, even though he's also swindling them.
 
Or he conned the PCs in a seedy downport bar, and had no idea which ship they were from.

Then he books passage to the next world (this one's catching on to him), he boards and finds (to his horror) that the crew are the guys he scammed last night.

Good thing his scam won't be detected until they try to cash in at the next system... that should give him time to disembark & fade into the crowd... hopefully.
 
The grifter's got to make a payment to a loan shark on Planet X or they put out a hit on him; he has to make the flight regardless of the risk. Plus, he knows that the players won't notice anything amiss until they reach port.

Unfortunately, this puts him in the situation where two divergent interests want the money.

When the players catch up with him, he's already hid the cash and won't give up the location. They can threaten all they want but without the money, he's dead anyway.

So, to break the stalemate, he lays out a plan to scam the mobsters using the players' money as seed. If the caper works, not only will he be able to pay them back with interest, the loan shark will be ruined. Will they go along with it?
 
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If you do not have the details of the next adventure sketched out yet (beyond tracking down the Con Man), here is something: The initial Con was to snag them, the Con Man books passage as part of the next more elaborate "Con", which may indeed be a job offer in disguise. The Con Man leaves these clues behind, making certain that it will not be luck but skill and daring that lead the players to him in the Mountain Retreat at St. Ivernia, where he -- and their new benefactor -- are waiting to see if the players are good enough to catch up to them.

Once or twice, perhaps amid the original clues, perhaps later during the chase itself, the Players might get a hint to this as well. If they do, and they come to the Mountain Retreat at St. Ivernia knowing this, the price will go up; partially because they are good, partially because they are willing to go where this leads even though they understand it is something akin to a trap.

Half-Guttman, Half-Kayser Soze, the Patron strokes his Draathan Sablecat as he speaks in a animated fashion: "You my friends -- if I may be so bold as to call you my friends -- are the sort that I can trust with that which is most precious to me..." (followed by big reveal)

Clues left behind:
* Something to indicate the "real name" of the Con Man, maybe not the real, real name but whatever, the next piece to the puzzle. He also leaves behind a radiation badge (which has special properties, see below)
* Use the name to track him to a stay at a luxury hotel (Demonstrating footwork, the ability to follow through). Where the Con Man leaves behind a disk, one that was about to be or should have been destroyed (not really, but it should looks that way, this is the sort of thing that can lay the groundwork for the later 'its a con within a con' reveal, maybe the Concierge with the hot legs or a company that was mentioned as performing a 'special cleanup' of the room which are dangled in front of them again to see if they noticed the non-obvious)
*The disk is hard to decode (success means technical acumen), if done barely, it reveals a meeting that night at the Starport on the other side of the planet with a man named "Hartford" (who turns out to be a gunsel with orders to kill the people that come looking for him -- of course he has something on his body that will get the Pcs back on track, but also make their employers aware of this weakness);
* If they are very good at decoding the disk, they might notice a second coded message under the easier one which says "disregard the first as Hartford is no longer trustworthy" and then directs the Con Man to use the "recently acquired funds" (the PCs money) to obtain the Cargo Manifest of a vessel that has recently been impounded, the Emer Essen is always a fun gag but make it something more exotic, perhaps an alien vessel or one with a name that will be useful at the next stage or helps to make the whole overall pattern visible.

this is just a start, you can run this as a series of small adventures. Think of things that the Patron will do to test the PCs, get them prepared at each stage for the one one or two steps ahead. Sketch the whole thing out and don;t be afraid to go back and backfill during that sketching out process.

...of course that might not be what you are looking for... The space-clap idea was nice and very reasonable/straightforward, but I wouldn't suggest doing that research if you want to sleep (well) at night ;)
 
I have this plot seed where a con man cheats the crew of a free trader, then takes passage with them to the next destination, where the con will very probably be detected (though not until the con man has had the opportunity to get lost in the population). This is not part of the con; he did not have to take passage.

The meta-reason why the con artist comes along for the ride is, of course, to give the players a chance to track him down[*], but that's not an in-game reason. Obviously the con man really needed to get to Nextworld ASAP. But why? I have a couple of ideas, but all of them are pretty generic. I have nothing that really appeals to me. Any suggestions?

It would be extremely neat if the reason somehow gave the PCs a clue to tracking him down, but so far I'm drawing a blank in that respect.


[*] Not much fun for the players to be told "You were cheated and there's really nothing you can do about it".



Hans
The only obvious one is that he's on the run from someone, and knows where to find a safe house or something.

*edit* maybe he's only pretending to be a conman, but he's really a solsec agent or something.
 
The con man thinks he's got easy marks. Being lazy, he decides to keep working them. He may be right. He's probably already mined them for information he can use to push their buttons. Even if they catch him out, he can probably cry hardship or claim he was being used in a way that, if it doesn't convince all of them, should at least divide them and muddy the waters long enough for his purposes.

Find some way in which he can claim to have been used or abused by the crew, or help him create something on the new trip so they've got something to feel guilty for.
 
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For a interesting take, link back to something your crew did earlier that may have been questionable, and this con man is actually being paid to lure them in to a ambush/trap/revenge taking situation for someone that the crew may have wronged in the past. Doesn't even have to be the person they wronged, in a honor filled Imperium, plenty of people are out for 'satisfaction'. Perhaps, it may even be indirect. Did the crew make a really good deal on a cargo recently? The Broker who made the deal was fired and she has been using up her life savings to get revenge on the merchants who upset her sweet deal. This allows the universe to be more real, and if a party is of the jump and forget variety, it helps to remind them that actions have consequences.
 
Maybe he like laughing in the idiots faces :rofl:

:rofl:

:rofl:

Stupid has all sorts of looks & nationalities. Just turn on the nightly news.

>
 
Maybe the con man is so arrogant he likes to rub their nose in it. It is where he gets the rush not from the con but letting the mark find out and know he was right under their noses and got away. People can be strange like that.

It's no fun unless you can see the look on their faces.
 
He is forced on board the pc's ship because:

it is the only ship leaving and he has upset the locals

it is the only ship leaving to the world where he has a sick relative/huge inheritance waiting for him

it is the only ship leaving and his next scam is waiting for him on the next world and it is worth a great deal

he can't resist rubbing the pc's noses in it after the fact

he has a deep rooted risk taking complex and secretly want to get caught

he's testing the pc's to see if they are worth bringing into the syndicate
 
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