Crimson Longinus
Legend
Sure, that's a fair point. I think it's generally good practice to establish new rules ahead of play and get everyone's buy in.
I don't think what was being described is exactly a rule, per se... nor could it be something that would generally be anticipated.
What about NPC relationships? Do you feel the need to restrict them or limit how they can work in some way? Do PCs in your game ever have NPC allies of significant power and/or influence? How would you see this as being very different?
Characters of course can have NPC allies. I however am a bit cautious about situations where they have some really powerful ally. It could lead to the situation where logically the NPC would just solve the PCs' problems for them, which would not necessarily produce an interesting game. Because whilst the characters probably would be trilled if Elminster showed up to beat the bad guys for them, it generally is something the players hate. So when putting powerful people in the world (which in mine are far rarer than in Forgotten Realms) I usually give them motivations and commitments that limit them. This of course doesn't mean that they could not offer any assistance.
Gods, I feel, are the Elmister problem times hundred. If we accept that the gods directly intervene, and not just act trough the powers they give to their clerics, then that becomes the ultimate trump card. There is nothing they could not solve. So whilst the gods in my D&D worlds are undeniably real, and do commune with people in some limited ways, they also do not directly involve themselves into mortal affairs.
Fair enough. I think it'd work fine. But I think I care more about the characters compared to the setting than a lot of folks here.
I don't hate your approach, but I feel it is better suited for a game in which magic and divine favour are handled in more freeform way to begin with. And I don't think this is really about caring about the world over the characters, my concerns were mainly about the gameplay dynamic.
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