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<blockquote data-quote="Black Omega" data-source="post: 767211" data-attributes="member: 79"><p>Of course, in a city of 20,000 that means there are 4,000 above 1st level. If only 10 are above 15th level, that's no easy task for most groups. </p><p></p><p></p><p></p><p>Very likely. The group I GM for averages 10th level and they could wipe out about 90% of the villages in the Empire. They simply could not do so without reprecussions. No place exists in a vacuum.</p><p></p><p></p><p>I'm lucky, I've never had to deal with this. But I've not run a world where this would be considered appropriate behavior, either.</p><p></p><p></p><p>Ideally the game should be fun for everyone, agree totally. Communication helps in this area. I'm running a Rokugan game at the moment. My players know it's a very lawful empire, with a certain amount of paperwork and structure. They've done a good job behaving as they should. I seemed to enjoy the adventures I threw in where they could cut loose more.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>I don't punish players at all, but characters I can be hell on. If someone makes a critical mistake based on some misunderstanding they might have, I try to clarify and make sure they understand what they are doing. But if my group decides then to massacre a village of Unicorn clan peasants, they won't be too surprised when they find they have a new group hunting them.</p><p></p><p></p><p>Heh. I know that feeling. I've had to do some fancy footwork many times because my annoying players surprised me. Again. It's half the fun of GMing. I provide the framework of the game, but it's really fun sometimes to see how they mess up my carefully crafted storylines.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>No worries. GMing is not an exact science. I know I make mistakes at times. But trying to be fair and consistent helps.</p></blockquote><p></p>
[QUOTE="Black Omega, post: 767211, member: 79"] Of course, in a city of 20,000 that means there are 4,000 above 1st level. If only 10 are above 15th level, that's no easy task for most groups. [B][/B] Very likely. The group I GM for averages 10th level and they could wipe out about 90% of the villages in the Empire. They simply could not do so without reprecussions. No place exists in a vacuum. [B][/B] I'm lucky, I've never had to deal with this. But I've not run a world where this would be considered appropriate behavior, either. [B][/B] Ideally the game should be fun for everyone, agree totally. Communication helps in this area. I'm running a Rokugan game at the moment. My players know it's a very lawful empire, with a certain amount of paperwork and structure. They've done a good job behaving as they should. I seemed to enjoy the adventures I threw in where they could cut loose more.:) [B][/B] I don't punish players at all, but characters I can be hell on. If someone makes a critical mistake based on some misunderstanding they might have, I try to clarify and make sure they understand what they are doing. But if my group decides then to massacre a village of Unicorn clan peasants, they won't be too surprised when they find they have a new group hunting them. [B][/B] Heh. I know that feeling. I've had to do some fancy footwork many times because my annoying players surprised me. Again. It's half the fun of GMing. I provide the framework of the game, but it's really fun sometimes to see how they mess up my carefully crafted storylines.;) [B][/B] No worries. GMing is not an exact science. I know I make mistakes at times. But trying to be fair and consistent helps. [/QUOTE]
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