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A glimpse at WoTC's current view of Rule 0
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<blockquote data-quote="Crimson Longinus" data-source="post: 9512398" data-attributes="member: 7025508"><p>So I actually agree with you about most of this. I absolutely want the characters to forge connections, to have friends allies acquaintances and enemies they care about. Sometimes even powerful ones. And in my game this happens. The characters have met all the leaders of great orc clans, some of which they have fought alongside with and who would now consider them as allies. They have consorted with the Chief Necromancer of Xaharranad, held council with the Warlord of Ar-Ulad, and dined with the Witch of Padjalin. (And our cheeky rogue even went further as she shared a bed with her.) The Witch of Padjalin is one of the few tier 4 NPCs in the setting and one of the most powerful people on Artra. And she did offer them aid and succour, but as there are reasons why she is very reluctant to leave Padjalin, she could not slay the dragon the PCs were after for them.</p><p></p><p>But all these connections were "earned" during the play, like you suggest, and all of these NPCs have limits on their power. What you were suggesting, was giving one PC the most powerful ally imaginable just due their class choice. To me that seems rather different.</p><p></p><p></p><p>And then what will it be the next time? You have now opened this Pandora's Box, and created expectation for the players that if they do not have the right spells, they can always just bypass the mechanics and bargain with the god. And as your logic here was for Odin to bypass normal limitations of the scry spell (which is a power they can grant to their clerics) by justification "they're a god, surely they can do anything" then there is no practical limit to what they can do.</p><p></p><p></p><p>I am not really even disagreeing with you on that. I just do not think this means that the GM needs to allow <em>any </em>player suggestion and in this specific instance I see very good reasons for denying it.</p><p></p><p></p><p></p><p>Notice how here I have not touched upon in-setting reasons for why a god would not do this (those sure can exist, albeit they necessarily are not something that is knowable to mortals) rather than the effect on gameplay dynamics. So it was really not about the world this time.</p><p></p><p></p><p></p><p>I generally feel that you should play the sort of game that suits well to what you want to do. And to me implementing a separate channel for divine favour in a game where divine favour is already mechanically codified is a bit confused. I am not saying that this will surely lead to a massive disaster, but I think there are pretty clear reasons for not wanting to do this.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9512398, member: 7025508"] So I actually agree with you about most of this. I absolutely want the characters to forge connections, to have friends allies acquaintances and enemies they care about. Sometimes even powerful ones. And in my game this happens. The characters have met all the leaders of great orc clans, some of which they have fought alongside with and who would now consider them as allies. They have consorted with the Chief Necromancer of Xaharranad, held council with the Warlord of Ar-Ulad, and dined with the Witch of Padjalin. (And our cheeky rogue even went further as she shared a bed with her.) The Witch of Padjalin is one of the few tier 4 NPCs in the setting and one of the most powerful people on Artra. And she did offer them aid and succour, but as there are reasons why she is very reluctant to leave Padjalin, she could not slay the dragon the PCs were after for them. But all these connections were "earned" during the play, like you suggest, and all of these NPCs have limits on their power. What you were suggesting, was giving one PC the most powerful ally imaginable just due their class choice. To me that seems rather different. And then what will it be the next time? You have now opened this Pandora's Box, and created expectation for the players that if they do not have the right spells, they can always just bypass the mechanics and bargain with the god. And as your logic here was for Odin to bypass normal limitations of the scry spell (which is a power they can grant to their clerics) by justification "they're a god, surely they can do anything" then there is no practical limit to what they can do. I am not really even disagreeing with you on that. I just do not think this means that the GM needs to allow [I]any [/I]player suggestion and in this specific instance I see very good reasons for denying it. Notice how here I have not touched upon in-setting reasons for why a god would not do this (those sure can exist, albeit they necessarily are not something that is knowable to mortals) rather than the effect on gameplay dynamics. So it was really not about the world this time. I generally feel that you should play the sort of game that suits well to what you want to do. And to me implementing a separate channel for divine favour in a game where divine favour is already mechanically codified is a bit confused. I am not saying that this will surely lead to a massive disaster, but I think there are pretty clear reasons for not wanting to do this. [/QUOTE]
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