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A shift in lethality. What's fair warning?
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<blockquote data-quote="DonTadow" data-source="post: 2424408" data-attributes="member: 22622"><p>I came to the decision to make asimilar move a month ago. I was hesitant to "throw the kitchen sink" at the party because I wanted the three new people who joined within the last three months to feel comfortable and get a feel for their character. But since I feel that several players have taken advantage of it, making unplanned and irrational decisions because they don't fear any consequences. My so called neutral good priest left the church, cursed out her superiors and stole some valuable items. My good hearted bard changed the time line to save his daughters life. Even my michevious little gnome began following random people in the time and cheating the local gang affiliates while gambling. </p><p></p><p>I began gradually increased the threats of the characters. A few weeks ago, three characters were killed in the big boss battle. However, do to divine intervention they were brought back (with the usual consequences). I believe they started figuring out at that moment that death was a serious thing and that they plan their moves out better. Unfortuntly the lesson was quickly forgotten, as I had a light hearted adventure in which no one was suppose to die and the combat was suppose to be a bashing in favor of the pcs. As the wizard began scrying for magical auras the priest decided to approach the guards with her own plan that no one else knew about. Good rolls saved her life but it irked me that they still wern't really planning anything out as a team. </p><p></p><p>After that and then cut thegame for a month. I do my game in seasons (like a tv show) and season 3 begins this sunday. I plan on having an npc (whom was presumably killed at the beginning of season 2) summon them to his demiplane again. There he will warn them that they best work better as a team if they hope to complete the tasks at hand. He'll also comment on how he has scryed on them fumbling around with simple tasks instead of maximizing each ones abilities. It will be my ingame way to nudge them to communicate more.</p></blockquote><p></p>
[QUOTE="DonTadow, post: 2424408, member: 22622"] I came to the decision to make asimilar move a month ago. I was hesitant to "throw the kitchen sink" at the party because I wanted the three new people who joined within the last three months to feel comfortable and get a feel for their character. But since I feel that several players have taken advantage of it, making unplanned and irrational decisions because they don't fear any consequences. My so called neutral good priest left the church, cursed out her superiors and stole some valuable items. My good hearted bard changed the time line to save his daughters life. Even my michevious little gnome began following random people in the time and cheating the local gang affiliates while gambling. I began gradually increased the threats of the characters. A few weeks ago, three characters were killed in the big boss battle. However, do to divine intervention they were brought back (with the usual consequences). I believe they started figuring out at that moment that death was a serious thing and that they plan their moves out better. Unfortuntly the lesson was quickly forgotten, as I had a light hearted adventure in which no one was suppose to die and the combat was suppose to be a bashing in favor of the pcs. As the wizard began scrying for magical auras the priest decided to approach the guards with her own plan that no one else knew about. Good rolls saved her life but it irked me that they still wern't really planning anything out as a team. After that and then cut thegame for a month. I do my game in seasons (like a tv show) and season 3 begins this sunday. I plan on having an npc (whom was presumably killed at the beginning of season 2) summon them to his demiplane again. There he will warn them that they best work better as a team if they hope to complete the tasks at hand. He'll also comment on how he has scryed on them fumbling around with simple tasks instead of maximizing each ones abilities. It will be my ingame way to nudge them to communicate more. [/QUOTE]
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A shift in lethality. What's fair warning?
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