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A fellow DM need advice (my players, keep out!)
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<blockquote data-quote="Agback" data-source="post: 1963330" data-attributes="member: 5328"><p>Don't let it develop into a habit of reckoning not on consequences, nor breed an expectation of getting away with nonsense.</p><p></p><p>I think you have to play this straight. Give the soloist all the XP he lucked into, which will leave him 1 XP short of gaining two levels. Give him all the junk the NPC was carrying. But then have the NPCs friends estimate him as at least two levels tougher than their late friend, load for bear, and come for vengeance. Don't forget that they will <em>Raise</em> or <em>Resurrect</em> the victim if they can, and thus gain valuable intel.</p><p></p><p>Unfortunately this almost certainly means that a player is about to lose a favourite character. That is sad, but:</p><p></p><p>1. If your NPCs don't behave according to their knowledge and attitudes, players will find your world inconsistent, and will lose the ability to suspend disbelief.</p><p></p><p>2. If your NPCs don't behave according to their knowledge and attitudes, players will find your world inconsistent, and will lose the ability to understand the features of the environment and manipulate them to overcome challenges.</p><p></p><p>3. If you start letting PCs off, ignoring the consequences of their actions, your players will come to feel less satisfaction in their characters' accomplishments.</p><p></p><p>4. If the players learn to be a bit more careful about casing their jobs before they rush in they will be pleased about their improved skills, and their new circumspect habits will give you more loops into which to place your adventure hooks. You will be able to run a greater variety of different adventures in future if your players' characters' behaviour becomes more complex.</p><p></p><p>I was weak about this for years. My players acquired a habit of dealing with overwhelming challenges by undue aggression and waiting for me to write them out of their troubles. All the fun got sucked out of my game. And I had to kill lots of characters, adventures, parties, and campaigns to restore the credibility of my worlds.</p><p></p><p>Take my advice: don't let them start taking their characters hostage.</p></blockquote><p></p>
[QUOTE="Agback, post: 1963330, member: 5328"] Don't let it develop into a habit of reckoning not on consequences, nor breed an expectation of getting away with nonsense. I think you have to play this straight. Give the soloist all the XP he lucked into, which will leave him 1 XP short of gaining two levels. Give him all the junk the NPC was carrying. But then have the NPCs friends estimate him as at least two levels tougher than their late friend, load for bear, and come for vengeance. Don't forget that they will [i]Raise[/i] or [i]Resurrect[/i] the victim if they can, and thus gain valuable intel. Unfortunately this almost certainly means that a player is about to lose a favourite character. That is sad, but: 1. If your NPCs don't behave according to their knowledge and attitudes, players will find your world inconsistent, and will lose the ability to suspend disbelief. 2. If your NPCs don't behave according to their knowledge and attitudes, players will find your world inconsistent, and will lose the ability to understand the features of the environment and manipulate them to overcome challenges. 3. If you start letting PCs off, ignoring the consequences of their actions, your players will come to feel less satisfaction in their characters' accomplishments. 4. If the players learn to be a bit more careful about casing their jobs before they rush in they will be pleased about their improved skills, and their new circumspect habits will give you more loops into which to place your adventure hooks. You will be able to run a greater variety of different adventures in future if your players' characters' behaviour becomes more complex. I was weak about this for years. My players acquired a habit of dealing with overwhelming challenges by undue aggression and waiting for me to write them out of their troubles. All the fun got sucked out of my game. And I had to kill lots of characters, adventures, parties, and campaigns to restore the credibility of my worlds. Take my advice: don't let them start taking their characters hostage. [/QUOTE]
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