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Do you plan to adopt D&D5.5One2024Redux?
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<blockquote data-quote="Oofta" data-source="post: 9316524" data-attributes="member: 6801845"><p>Even if there is nothing unusual going on in port, where is it? Within a hundred miles of the PCs home port? On the other side of the world? The PC has a background as a sailor, but how many people do they really know? If they know 50 people by name from their sailing days, and there are a thousand ports, the odds of running into someone they know is slim.</p><p></p><p>Besides, how would the PC know that Moss just happens to be in this port at this moment on a ship that just so happens to be going where the group needs to be going? It's one thing if it's a regular trade route, one that the PC used to work on with ships doing the rounds between a handful of ports. But the further away from home you get, the more precise the target location, the less likely it is to happen.</p><p></p><p>in my game it <em>might </em>happen. But the players don't have narrative control over things like that, it's just not how D&D is designed to run, even if you can do it that way if you want. I just wouldn't want it as DM or player. I want the world to be consistent and logical.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9316524, member: 6801845"] Even if there is nothing unusual going on in port, where is it? Within a hundred miles of the PCs home port? On the other side of the world? The PC has a background as a sailor, but how many people do they really know? If they know 50 people by name from their sailing days, and there are a thousand ports, the odds of running into someone they know is slim. Besides, how would the PC know that Moss just happens to be in this port at this moment on a ship that just so happens to be going where the group needs to be going? It's one thing if it's a regular trade route, one that the PC used to work on with ships doing the rounds between a handful of ports. But the further away from home you get, the more precise the target location, the less likely it is to happen. in my game it [I]might [/I]happen. But the players don't have narrative control over things like that, it's just not how D&D is designed to run, even if you can do it that way if you want. I just wouldn't want it as DM or player. I want the world to be consistent and logical. [/QUOTE]
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