

The problem, of course, is how do I make it fun for the player who has been abducted? To do this right I'd want to have several therapy sessions, and I'm not sure how to make being in prison fun for more than a single game session. The longer it takes them to achieve the task, the more the NWO "helps" their friend see the error of her ways. Meanwhile, the NWO would be using the captured PC as a bargaining chip to get the rest of the party to go take care of some quest task that the NWO wants plausible deniability on. After the end of every therapy session, we'd do a mental conditioning roll, with bonuses to the player based on how well she role-played her ability to hold on to her convictions. The idea is to show the kinder, gentler, and perhaps even more unsettling side of the NWO: the side that has a pretty good argument to make and really, genuinely just wants to help you, if only you'll let them. Mages are gifted you see, clearly Enlightened, but they're also sick they let their power go to their heads and delude themselves into thinking absurd things, and then acting on them to the detriment of society. They are kind, gentle, and come from a place of genuine concern on the part of the villain, who truly believes what she is doing is in the PC's best interests. One of the characters gets captured and is subject to NWO "therapy" sessions conducted by the main villain. I've got an idea for an episode of an ongoing chronicle.
