Originally Posted by
Kol Korran
TL;DR below
Hello there. The system in question is D&D 3.5, and i may post a few mechanical details here and there, but on the whole the system doesn't matter.
I'm DMing a pirate campaign, still mostly in it's early stages, which is sort of sandbox-ish. The party has a lot of options and choices in most things they do. The party has gotten itself in a difficult situation, and they are discussing options through emails before the next session. The problem is that one of the plans is extremely dangerous, foolishly so, and might result in a group wipe out. (TPK i believe is the term?) But their idea is a more interesting, daring and flavorful, and might make for a better story, only it may make things more difficult in the future. Do I make things easier on them to let it succeed?
Perhaps more background is in order:
Our playrgoup is fairly casual, partly "make the rules as we go", out there for the fun, not scrutinising details. The previous campaign was the classic heroic fantasy ordeal with defying the odds, doing fantastic things and the like.
In the current campaign they are now on an island which is in the grip of "The Empire"- a colonial force of humans and dwarves, a substantial bit of which are higher level, more casters, more numbers, better equipment and the like. I've intended to build the empire as a serious threat, not as comical adverseries such as in Pirates of the Caribbeans. The Party had two entangelments with the Empire, once with their Elite troops (who captured two of the party and imprisoned them), and once with more regular troops (while breaking the imprisoned out of jail, who were still a credible threat). The party approximately know the general power level of the main troops of the Empire.
the party has gained a sort of a motley crew (less capable on the whole than themselves, thye were also prisoners and they are badly equipped), and are now looking to get a ship out of the island. two main options present themselves:
1) Seek out a hidden pirate cave with a few boats to sell possibly. but the party dislikes the idea of paying for the boat, not to mention they don't have much equipment to sell for the boat. I've made a few other possibilites to get a boat from the hidden cave, but these are not yet known for the party.
2) or the party's idea: take over one of the caravels of the Empire... which has elite troops on it, is right near to the Empire's galley who has even more troops, ballistas and cannons and casters, and a bunch of other complications. I'm not saying it's impossible (only part of the crew might be awake at night, but even the rest will be in their light armor, and more) but it will be quite difficult, a very likely result will be the death of the entire party.
On one side- the party sort of know the risk, I've given them ample warnings (and will do so more through their information gathering stage), and it will be quite silly to suddenly downgrade the Empire troops, defenses, or tactical reasoning after a session where they performed well. Moreover, it will net the party a ship with significant advantages in the campaign (Empire seal, Empire maps, lodgers, fully armed vessel, even some gunpowder), so shouldn't this be aptly difficult?
My main Concern is however that the image and role I wish to set for the Empire as a serious "don't under estimate" me threat might be well broken if a group of lower level, half equipped, seriously under manned and under gunned crew with not such great of a plan will do this.
On the other side- from a story/ cool factor point of view, this sounds fantastic! wily pirates, in their worst condition, win as underdogs and steal a ship from the Empire's nose! what a feat! This might be a fun and memorable roleplaying experience. Doesn't that count for anything? Isn't this what a pirate campaign is all about?
The first approach ("deal with it") encourages responsibility, checking out the situation and weighing the odds. It also discourages daring acts, mischeif and chance taking which i'd like to keep in the spirit of the game. The second approach ("give them the experience they want") does promote daring do and the swashbuckler's feel, but in the current situation, it seems to push it up to bloody dangerous foolishness.
Your opinions?
TL;DR: The party wishes to do a near suicidal but immensely cool plan. (despite several warning) Should I let them deal with the difficulties of the plan even if it might kill them all all, and prove anticlimactic, or should I ease things up to allow them success, despite it become unrealistic, and breaking the campaign long feel of the threat?
(Search word: piratewitch)