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General Tabletop Discussion
*Dungeons & Dragons
Adventure introducing the PCs to factions?
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<blockquote data-quote="tetrasodium" data-source="post: 9684641" data-attributes="member: 93670"><p>I've tried a few times in my eberron games where the dragonmarked houses are a very big part of the world and it never really sticks. Ultimately the trouble with doing so in 5e is that the players have no reason for them to care enough for them to be remembered any more than the name of a random NPC vendor they expect to never meet again. This whole problem occurs because the 5e PCs don't NEED anything that might require remembering anything about the dragonmarked houses and as a result there's nothing those faction equivalent houses can be expected to provide Beyond their ability to function as a quest giver. Even if you use them as a quest giver there's only so much depth they can have before they turn into good guys who hired us vrs bad guys who don't approve and forgettable set dressing unless you want to run an entire campaign or more introducing "didn't we meet these guys in a game a year or two back?"</p><p></p><p>That's a stark difference from past editions where players would flat out say "hey I want to [find/reach out to/visit] this explicitly named dragonmarked house because I think that they can help me get [thing I want]" & it shows the lack of needs as the pretty serious design flaw it is".</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9684641, member: 93670"] I've tried a few times in my eberron games where the dragonmarked houses are a very big part of the world and it never really sticks. Ultimately the trouble with doing so in 5e is that the players have no reason for them to care enough for them to be remembered any more than the name of a random NPC vendor they expect to never meet again. This whole problem occurs because the 5e PCs don't NEED anything that might require remembering anything about the dragonmarked houses and as a result there's nothing those faction equivalent houses can be expected to provide Beyond their ability to function as a quest giver. Even if you use them as a quest giver there's only so much depth they can have before they turn into good guys who hired us vrs bad guys who don't approve and forgettable set dressing unless you want to run an entire campaign or more introducing "didn't we meet these guys in a game a year or two back?" That's a stark difference from past editions where players would flat out say "hey I want to [find/reach out to/visit] this explicitly named dragonmarked house because I think that they can help me get [thing I want]" & it shows the lack of needs as the pretty serious design flaw it is". [/QUOTE]
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