Clerics can't heal (NPCs)?

GnomeWorks said:
I wonder if the players in your games ever care about anything they encounter in a setting, hong. Because it's hard to care about paper cutouts.

Oh, right, that'd be thinking too hard about fantasy. Sorry, I forgot that you like vanilla.
... did you just call Elizabeth and Darcy "paper cutouts"?
 

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Nytmare said:
Would I be the only person who doesn't necessarily have a problem with schlub commoners and random guys off the street maybe not having the fortitude and wherewithal to pick themselves up and dust themselves off just because a PC tried healing them or yelled at them to get up and walk it off?
All I can think of now is a tough as nails adventurer who keeps his buddies up and fighting all through a fight (mostly by yelling at them) attempting to fix a small childs broken leg and succeeding only in making them cry.

And I find that a hilarious image :)
 




hong said:
"There are more things in heaven and earth, GnomeWorks, than are dreamt of in your philosophy." -- some Danish dude

I fail to see what point you're trying to make by misattributing a Shakespearian quote to "some Danish dude."
 

GnomeWorks said:
I fail to see what point you're trying to make by misattributing a Shakespearian quote to "some Danish dude."
Oops! My bad! Obviously that quote was by some Moorish dude and not some Danish dude. (And even if it wasn't, things sure could have been turned out for the better by having them switch places.) Thanks for clearing that up, "GnomeWorks", if that is your real trading name!
 

hong said:
Oops! My bad! Obviously that quote was by some Moorish dude and not some Danish dude. (And even if it wasn't, things sure could have been turned out for the better by having them switch places.) Thanks for clearing that up, "GnomeWorks", if that is your real trading name!

I see that you enjoy using obfuscation and randomness in place of actual argument and discussion.
 


GnomeWorks said:
The world should feel alive. It's more immersive and more interesting, that way. The games should rightly focus on the players, but that doesn't mean that there aren't things happening elsewhere.

One of the best things in a well run campaign is coming back from A Trip Over Yonder and finding the world has *changed*. That bar wench now has a baby, and it looks a lot like you. Your grampa died of something no cleric can fix. The slimy advisor to the mayor...is now the mayor. Your pesky kid brother has got his first PC level and he's rarin' to go kill some kobolds.

Likewise, if you stop the orcs from invading the lands to the south, that means the overlord of the north can rampage unopposed -- and vice versa. There's forces in motion all around the world, and while you're powerful and skilled and all that, the world is going to keep turning whether you're watching it or not -- and then you have to deal with the consequences of your decisions.

To my mind, the quantum world where only what the PCs are watching exists is a boring one, one I can neither play in nor run. I expect my DMs to run a living world, where my actions *matter to the world*, but do not *define the world*; I try to give my players a place where saving the world matters because the world feels worth saving.

In my long running D20M Shadow Chasers game, part of the story of the PCs was their discovering how vast and expansive the 'hidden world' was. The discovery of organization, cults, agencies, and informal networks, of the fact they were one band of heroes among many -- not the first, not the last -- made the world believable, and their rise in NPC estimation from "Oh, great, another bunch of wannabe scoobys" to "OK, it's getting heavy. Call THEM." was the main arc of the campaign. They didn't matter to the world because they were the PCs; they mattered to the world because of the things they did.
 

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