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[5E] Urban Intrigue Campaign - Gating the Sandbox
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<blockquote data-quote="Dausuul" data-source="post: 7622351" data-attributes="member: 58197"><p>The difficulty I have always found with these sorts of gates is that PCs have a lot of ways to bypass them, and the typical gatekeeper is not remotely equipped to cope. Between illusions, teleportation magic, mind control, extreme stealth skills, and brute force, PCs can generally get where they want to be.</p><p></p><p>The pat answer to this problem is "Enforce the logical consequences of defying the law"--but if you do that, you quickly end up with a game where the PCs are outlaws on the lam, waging all-out war against the legitimate authorities. Either they succeed in defying the law, in which case you end up in the same place as before, or they wipe out in a spectacular TPK, and the campaign ends.</p><p></p><p>All of which is to say: Player buy-in is key. You need players who are willing to have their characters follow the rules (or at least be selective about breaking them).</p></blockquote><p></p>
[QUOTE="Dausuul, post: 7622351, member: 58197"] The difficulty I have always found with these sorts of gates is that PCs have a lot of ways to bypass them, and the typical gatekeeper is not remotely equipped to cope. Between illusions, teleportation magic, mind control, extreme stealth skills, and brute force, PCs can generally get where they want to be. The pat answer to this problem is "Enforce the logical consequences of defying the law"--but if you do that, you quickly end up with a game where the PCs are outlaws on the lam, waging all-out war against the legitimate authorities. Either they succeed in defying the law, in which case you end up in the same place as before, or they wipe out in a spectacular TPK, and the campaign ends. All of which is to say: Player buy-in is key. You need players who are willing to have their characters follow the rules (or at least be selective about breaking them). [/QUOTE]
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[5E] Urban Intrigue Campaign - Gating the Sandbox
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