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2 year campaign down the drain?
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<blockquote data-quote="Bawylie" data-source="post: 7974512" data-attributes="member: 6776133"><p>To compartmentalize this: there are no in-game solutions for out-of-game problems. So if you have personal issues with players, you’ve got to deal with them (as you did with the Drow player) on a personal level. </p><p></p><p>In game, there’s some natural consequences for kidnapping and murder. I wonder if that’s a game you want to play. If not, that’s a personal issue. But if you’re okay moving forward with this situation, then how? </p><p></p><p>I propose you start tracking two separate issues and rate them on a scale of 1 to 10. </p><p></p><p>The first thing I suggest you track is “The Infamy of the Riverboat Incident.” And it’s at 10 out of 10. This means everyone knows they did it, nobody wants to deal with them, work with them, or pay them. They get the watch called on them regularly and all that good stuff. BUT - the rating goes down every time they do some OTHER deed that’s Good. Like a quest. Whatever. And it goes UP when they get up to Riverboat style shenanigans. At about 7, people are no longer hostile but they’re deeply unfriendly. At 5, they can shop and stay at the inns, and not get run out of town. At 3, their bad reputation merely comes up in coversations and at 1 it’s all in the past. You don’t tell them the rating. You just track it and play the reactions. </p><p></p><p>The other thing you should track is the amount of money on their bounty. Again 10 out of 10 to start. It’s enough money that bounty hunters are a serious problem. Wanted posters are everywhere. There’s always like a party of rangers about 2 hours behind them and they interfere whenever the party stays in place too long. The rating goes down as they pay restitutions. Of course they’ll need an interaction with a cleric or a lord to tell them how much they’d need to pay off. But as they pay down their bail or whatever, the pursuit drops. At 10 they’re pursued everywhere. At 7 bounty hunters won’t follow into dungeons. At 5 they won’t chase through the wilderness. At 3 they’re only in cities (not villages or towns). And at 1, they can go back into town. </p><p></p><p>Why two tracks? One is for social interactions only. Reputation and that stuff. The other is to complicate adventuring only. They should both be annoying. But the party can’t know the numbers or the rating. They can just know how the world changes in reaction to their deeds. </p><p></p><p>Anyhow, that’s my 2 cents. Your whole thing seems straight out of Red Dead Redemption 2, btw. So that’s fun. And that’s sort of where I got the response idea.</p></blockquote><p></p>
[QUOTE="Bawylie, post: 7974512, member: 6776133"] To compartmentalize this: there are no in-game solutions for out-of-game problems. So if you have personal issues with players, you’ve got to deal with them (as you did with the Drow player) on a personal level. In game, there’s some natural consequences for kidnapping and murder. I wonder if that’s a game you want to play. If not, that’s a personal issue. But if you’re okay moving forward with this situation, then how? I propose you start tracking two separate issues and rate them on a scale of 1 to 10. The first thing I suggest you track is “The Infamy of the Riverboat Incident.” And it’s at 10 out of 10. This means everyone knows they did it, nobody wants to deal with them, work with them, or pay them. They get the watch called on them regularly and all that good stuff. BUT - the rating goes down every time they do some OTHER deed that’s Good. Like a quest. Whatever. And it goes UP when they get up to Riverboat style shenanigans. At about 7, people are no longer hostile but they’re deeply unfriendly. At 5, they can shop and stay at the inns, and not get run out of town. At 3, their bad reputation merely comes up in coversations and at 1 it’s all in the past. You don’t tell them the rating. You just track it and play the reactions. The other thing you should track is the amount of money on their bounty. Again 10 out of 10 to start. It’s enough money that bounty hunters are a serious problem. Wanted posters are everywhere. There’s always like a party of rangers about 2 hours behind them and they interfere whenever the party stays in place too long. The rating goes down as they pay restitutions. Of course they’ll need an interaction with a cleric or a lord to tell them how much they’d need to pay off. But as they pay down their bail or whatever, the pursuit drops. At 10 they’re pursued everywhere. At 7 bounty hunters won’t follow into dungeons. At 5 they won’t chase through the wilderness. At 3 they’re only in cities (not villages or towns). And at 1, they can go back into town. Why two tracks? One is for social interactions only. Reputation and that stuff. The other is to complicate adventuring only. They should both be annoying. But the party can’t know the numbers or the rating. They can just know how the world changes in reaction to their deeds. Anyhow, that’s my 2 cents. Your whole thing seems straight out of Red Dead Redemption 2, btw. So that’s fun. And that’s sort of where I got the response idea. [/QUOTE]
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