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Consequences of Heroic Action
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<blockquote data-quote="Gilladian" data-source="post: 5446696" data-attributes="member: 2093"><p>Personally, I think there's a fine line between challenging players and persecuting them. I think I'm going to be walking it in the next few sessions of my game. I hope I can stay on the "good" side of the line, and they'll enjoy the heck out of it. Since it IS the conclusion of the campaign...</p><p></p><p>Situation: PCs have a drug and crime lord of their city pissed at them. They've been gone for several weeks on an adventure, just after getting a bunch of his best thugs thrown in jail, and testifying against said thugs. </p><p></p><p>Crime lord's response: burn down their property, send his recruiter into "their" orphanage to recruit some of their kids into a life of crime, and sic the local building inspector on their newest home remodeling project to cause them a lot of head and heartache.</p><p></p><p>Probable PC response: kick some villain ass. But will they be able to figure out whose ass to kick? Will they rescue the kids? Will they be able to rely on their own allies to get their troubles with the government solved, or will one PC's bad relationship with her sister cause her even more grief? We'll see, as I try to wrap up a lot of loose threads.</p><p></p><p>The PCs have tried to be heroes all through this campaign, and I would like them to feel heroic, at the end, too. Instead, I could really batter them down, feed them nothing but betrayal and misery, and end things on a really sour note. </p><p></p><p>As DM, I have complete control over the mood of the game. There's no way they can fight it off if I decided to smash them. But why would I? Destroying their pleasure in being heroes by enforcing realistic fates on the orphans, having the city government shut down their business, and then letting their families betray them wouldn't give ME more pleasure. If it would, why was I DMing to begin with?</p></blockquote><p></p>
[QUOTE="Gilladian, post: 5446696, member: 2093"] Personally, I think there's a fine line between challenging players and persecuting them. I think I'm going to be walking it in the next few sessions of my game. I hope I can stay on the "good" side of the line, and they'll enjoy the heck out of it. Since it IS the conclusion of the campaign... Situation: PCs have a drug and crime lord of their city pissed at them. They've been gone for several weeks on an adventure, just after getting a bunch of his best thugs thrown in jail, and testifying against said thugs. Crime lord's response: burn down their property, send his recruiter into "their" orphanage to recruit some of their kids into a life of crime, and sic the local building inspector on their newest home remodeling project to cause them a lot of head and heartache. Probable PC response: kick some villain ass. But will they be able to figure out whose ass to kick? Will they rescue the kids? Will they be able to rely on their own allies to get their troubles with the government solved, or will one PC's bad relationship with her sister cause her even more grief? We'll see, as I try to wrap up a lot of loose threads. The PCs have tried to be heroes all through this campaign, and I would like them to feel heroic, at the end, too. Instead, I could really batter them down, feed them nothing but betrayal and misery, and end things on a really sour note. As DM, I have complete control over the mood of the game. There's no way they can fight it off if I decided to smash them. But why would I? Destroying their pleasure in being heroes by enforcing realistic fates on the orphans, having the city government shut down their business, and then letting their families betray them wouldn't give ME more pleasure. If it would, why was I DMing to begin with? [/QUOTE]
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