If running a Boondocks Saints based campaign or side quest how would it revolve around a stupid fuckin’ rope?

  • dejected_warp_core@lemmy.world
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    18 days ago

    Rogues. Our heroes are absolutely rogues. But not the deliberate “I went to thief college” or whatever kind. Their origin as accidental vigilantes with a natural knack for ending bad-guys, is the stuff of epic D&D campaigns. Let’s say they’re unnaturally good at sneak attacks from pranking each other and playing hide-and-seek as kids. The religion angle could also make them Paladins, but I think it’s more in line with their characters to say that they’re extremely “justice sensitive”; religion is just their upbringing and righteous framing for this revenge spree they’re on.

    The conversation and argument around “why a rope?” is almost straight out of any session zero. It’s right there in every edition of the Player’s Manual, and seems like something that would get you out of a jam. Meanwhile, the other players think this is a stupid heavy thing to lug around with you everywhere, in a game that punishes you for lugging around heavy things. The shit that goes down in the movie: sheer DM fuckery that starts with “do you know any knots or have any life-experience with ropes?”

    Dafoe’s character is clearly a bard. Unconventional, sure. But he channels his passion through the art of forensics, inspiring others, and really brings everyone together to close a case. Also: horny closet homosexual. So… completely conventional at the same time. I think you could also go for a Necromancer that’s a cop - asking the dead directly what happened - which would be a really fun take on the class.