[net.games.frp] In praise of assassins

oliver@unc.UUCP (Bill Oliver) (05/14/85)

	There was an article posted a while back asking for input
from folk who had played and DM`d assassins.  I can`t find the 
article now that I have finally found time to reply, so I am 
resorting to the net.
	
	I have been priviledged to both play and DM a number of excellent
groups in the past seven years or so, and have found that playing an 
assassin is one of the most fun of the classes for me, both as a player 
and as a DM.

	First, a couple of caveats:  I have never played nor DM'd a true,
unmodified DND system, and the way I play an assassin just won't float
with the punctillious players out there.  Also, allowing an 
assassin in your campaign requires a certain committment on the part 
of the DM to do a little extra work, if the assassin isn't 
just going to be a thief with poison.

	When choosing assassin as a class, I invariably make it part of
a multiclassed character, and hence usually non-human.  I do this because
it has always seemed to me that thieves and assassins are relatively limited
in abilities, and this discrepancy for the single classed thief or assasin 
becomes worse as the group matures.  For instance, the first assassin I played
was a Drow assassin/m-u, neutral-evil.  I had been cast into the surface world
by my mercantile clan because I had preferred the service of Lucifer to that
of Lolth, and heretics find little tolerance in the Drow society.  Upon 
deciding to leave the undergroud world, I sold my soul to Lucifer (meaning
basically that I gave up all claim to resurrection, raise, etc. - my character
gets to die once), in exchange for an ability to stand the light without
problems and an imp familiar. The group I was playing with was for the
most part chaotic good and neutral.  

	Playing an assassin, for me, is generally easier than playing a
thief primarily because being an assassin implies a certain discipline that
is not necessarily present in the thief. A professional assassin is generally 
as good as his word (as long as you are not the victim), or at least is not
fond of capricious lying, and can usually
be trusted more than other evil types. An assassin will not tend to kill
unnecessarily (remember from the movie Godfather - "tell him it was just
business - nothing personal"), thus making him less likely to be a liability
to the party (none of the frenzied mayhem of the chaotic evil cleric types).
He is not a thief, so will be less likely to run off with other party
member's items. 

	On the other hand, getting on the bad side of an assassin can be 
lethal. I have killed a number of PC's (and have been killed, myself).  
Once, a paladin made the mistake of joining our group (even though the
player who made the character knew beforehand that I was an assassin).
Needless to say, even though I never admitted my profession, we two 
never hit it off, and the paladin eventually found himself in rather
dire straits.

	 
	Now on to specifics:

1) When DM'ing an assassin, you should probably set up small scenarios
just for the assassin, or the assassin and an accomplice.  I have found 
that I enjoy gaming with just one or two players as much if not more
than trying to keep a horde of people interested and entertained. The 
small scenario, being tailor-made, is frequently more conductive to 
true role playing and less bookeeping.  In most of the campaigns I have
been involved with, the assassin was not the only one to get the 
individual treatment.  Indeed, just about everyone had some small,
personal, plot line going, regardless of the class.  Logistically, this
made things much easier for everyone, since we frequently had conflicting
schedules and a full group turnout was not common.  As a DM I also
enjoyed small scenarios, since they are much easier to put together,
and are often more coherent than a scenario for six or seven players.
Small scenarios also provide nice lead-ins and sub-plots for the 
larger scenarios. Basically, however, if you are not willing to provide
"jobs" for the assassin, and to provide a believable streetlife for
the assassin to exist in, then it is hardly worth bothering with.

2) Remember that if an assassin's disguise is blown, that does not
necessarily mean that everyone knows who he is, just that someone
has noticed that something is not right.  For instance, in the 
Drow I played, I obviously needed to wear a disguise at all times.
I was not long at all before just about everyone in the group had
noticed that I was not all I seemed (I presented myself to the group 
as an eldrich fighter/mu).  The DM revealed this, however 
by telling the other group members that they noticed that I seemed to
be wearing makeup or that my ears seemed to be a different shape than
yesterday or somesuch.  He never told the other elves in the group,
"Oh, by the way, that guy next to you is a Drow."
When confronted, I told the players
that I had been horribly  disfigured in a fight and wore makeup to
hide my disfigurement. Since I had given the group no real reason to
distrust me, they let it slide (for a while).

3) I would throw out the rules for the green slime method of poisoning,
and the associated saving throw every time you pull out a poisoned blade.
Since most of the people I played with were fairly sophisticated in  
biochemistry, we rewrote the poison system and set up different chances
for discovery with different poisons.  We also had poisons with different
effects, ie poisons which paralyzed or caused sleep, poisons which killed
via heart attack as opposed to poisons which caused hemorrhage, poisons
which caused damage or pain but not death.  We had different poisons for 
different vectors (blade, pin, food, touch, gas, etc). 
	We generally had the assassin make a choice at the time
he or she rolled up the character:  The assassin could choose to
specialize in weapons, and pick up weapons as a fighter would
(in one variant, the assassin with a weapons specialty picked up
weapons even faster than a fighter), though always fighting on the
thieves/assassins combat matrix, and not gaining any of the other
fighter-type benefits (multiple hits, special fighter-type bonuses
in a couple of variants).  This specialty would allow the assassin to
use poisons, but never know how to make them.
	The other possibility was for the assasssin to learn all 
about poisons, and gain the knowledge of making and employing
various substances and vectors much as the fighter picked up 
weapons.  This specialty would allow the assassin to pick up
weapon proficiencies as a thief.
 

4)  Allow the assassin to use all weapons (with appropriate proficiency 
bonuses and handicaps) and wear all armor.  I once
played an assassin under a DM who allowed me to wear plate armor
only as a disguise, but would not allow me to fight in it.  Thus, I was
disguised as a member of the royal guard (all of whom wore plate), but
when we were attacked by critters, I had to run behind bushes an put on
leather armor to fight.  It was silly. It also blew my disguise.  I 
quickly confessed, was executed, and began playing a Druid.

5) Spend a fair amount of time setting up the assassin`s guild, the guild`s
relationships with out of town guilds, and the guild`s stance in 
community politics, order, etc.  Make the guild as demanding on the
behavior, attitudes, and resources of the  assssin as the church is 
of a cleric, or at least more than the thieves guild is of the thief.  How
much fun it is to play an assassin depends a great deal on social
context.  It is very different to play in a campaign where membership 
in the guild carries with it the death penalty as opposed to having
the guild a semi-underground or even accepted (though generally disapproved of)
publicly acknowledged organization.

Oh well, this has gotten too long. I apologize.  If anyone needs ideas
for "jobs", send me e-mail, and I will reply if I figure out how the
net works.

Good gaming,

Bill Oliver