To the first point, players are frequently going to 'wreck' the module. We can't anticipate every player, nor every character each player might create, and there are many players out there who genuinely enjoy doing ridiculous, seemingly irrational things (whether because they enjoy it as a player or because they feel they've created a character who would do such things). When we write/edit modules, we try and get the most likely outcomes on the page and trust the GMs to use their best discretion. That said, in regards to the original running at Origins that year, there simply weren't very clear instructions to the GM how to handle much of anything in the module. Your GM handled it as best they could given the circumstances.
Generally with this module, I say that whoever gets the journal gives the favour. That's my rule of thumb, but I'll twist it as the players dictate. A table where they keep the journal to themselves, kill the spy, and make an effort to escape from the guardsmen at the end of the module will get them a warrant for their arrest from the KP (who will discover their identities through the townsfolk), and no favour from anyone, for example. As GMs we can add stuff to the CPs, especially flavour stuff (though try not to abuse that privilege).
Second point: It's a fair ruling. I would say that if the KP was corrupt enough to get involved in the first place, he would hide behind his position for protection, not agree to the duel, and rely on his connections to mitigate any possible public disgrace. Especially regarding the Silver Chalice, they're still a very small organization and don't have the weight, prestige, or fear that some of the more established organizations command.
Third point: Frankly, you can level anything to be a challenge. It's *intended* for Tier 1.1-1.5, but we really do need to work out some quick and easy rules for leveling bad guys on the fly for GMs who aren't so skilled at it...
_________________ Tony Nijssen Causer of Chaos. Nobody Important.
|