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Convincing 4th Edition players to consider 5th Edition
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<blockquote data-quote="Crazy Jerome" data-source="post: 5975553" data-attributes="member: 54877"><p>I think things like the Deck of Many Things are ultimately more fun for the DM than the players, especially when playing in the style where the Deck is tempting but strategically a bad risk. You get a vibe going sometimes where the players have been constantly pushing the DM's buttons, wrecking things without ever really getting out of line, and generally having a grand time trashing the campaign (in a mostly good way). So the DM, as a good DM, smiles and rolls with it, best he can. One of the first things he is going to do in such a campaign, once he realizes the nature of what has happened, is start giving the PCs enough rope to hang themselves. The Deck is an awful lot of rope. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p> </p><p>The last time I included something like a Deck in a campaign, the entire party not only didn't draw from it, but went to a great deal of expense and trouble to seal it away where no one else would be tempted, either. They even arranged to have it magically shielded, and then got their memories tampered with so that they wouldn't be tempted to go back and get it. So the Deck wasn't very much fun by itself, but all the challenges they experienced finally getting it safely buried where. That was a Fantasy Hero campaign, but I think they made about the equivalent of 2 D&D levels in the six months or so of game time that they spent arranging all that. (Other things were going on at the same time.) <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5975553, member: 54877"] I think things like the Deck of Many Things are ultimately more fun for the DM than the players, especially when playing in the style where the Deck is tempting but strategically a bad risk. You get a vibe going sometimes where the players have been constantly pushing the DM's buttons, wrecking things without ever really getting out of line, and generally having a grand time trashing the campaign (in a mostly good way). So the DM, as a good DM, smiles and rolls with it, best he can. One of the first things he is going to do in such a campaign, once he realizes the nature of what has happened, is start giving the PCs enough rope to hang themselves. The Deck is an awful lot of rope. :p The last time I included something like a Deck in a campaign, the entire party not only didn't draw from it, but went to a great deal of expense and trouble to seal it away where no one else would be tempted, either. They even arranged to have it magically shielded, and then got their memories tampered with so that they wouldn't be tempted to go back and get it. So the Deck wasn't very much fun by itself, but all the challenges they experienced finally getting it safely buried where. That was a Fantasy Hero campaign, but I think they made about the equivalent of 2 D&D levels in the six months or so of game time that they spent arranging all that. (Other things were going on at the same time.) :D [/QUOTE]
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