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Dealing with logical but gamebreaking requests
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<blockquote data-quote="Jimlock" data-source="post: 5595317" data-attributes="member: 6674931"><p>Permit me to alter the question:</p><p></p><p>How do you deal with DMs (ourselves) when PCs try to obtain resources from NPCs, <u>which is only normal</u>?</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>It is a problem, and can really break the realism of a game...</p><p></p><p></p><p><em>"Why do they need us for? Doesn't the city have guards to deal with this?"</em></p><p><em></em></p><p><em>"Can't the wizard go after this on his own? What does he need us for?"</em></p><p><em></em></p><p><em>"Can't the wizard/cleric provide us with some scrolls/potions, after all it's his life at stake!?"</em></p><p></p><p></p><p>...Things like this will come up most of the time.</p><p></p><p>I don't think there is a recipe other than a well constructed story.</p><p></p><p>DMs should think of these things from the start, cause when that happens during game time, there not much to be done: </p><p></p><p>a)Either you provide the help the PCs asked for, so as to keep things real, </p><p>b) or you deny it so as to keep the story challenging, thus losing on realism.</p><p>c)Do Something in between... however it will always smell kinda funny...</p><p></p><p></p><p>IMHO, only the story's backbone is the only solution.</p><p></p><p></p><p>Off the top of my head:</p><p>Regarding your example, I'd make it look as if the PCs are not the only ones looking for the stolen stuff.</p><p>Perhaps there is a big prize for bringing the stuff back, BUT the library is not going to spend its resources on every adventuring party that's gonna go looking for the stolen goods. Perhaps the library's wizards have their own people involved in the search and don't really think they need outside help... perhaps they don't really trust the PCs... or perhaps they trust them but cannot afford to tell them for some reason, and somehow the PCs find out about it some other way and decide to go after it for some OTHER reason...</p><p></p><p>There are solutions... but I'm not sure of how they can be "injected" in the middle of a story, without sounding fishy.</p></blockquote><p></p>
[QUOTE="Jimlock, post: 5595317, member: 6674931"] Permit me to alter the question: How do you deal with DMs (ourselves) when PCs try to obtain resources from NPCs, [U]which is only normal[/U]? :D It is a problem, and can really break the realism of a game... [I]"Why do they need us for? Doesn't the city have guards to deal with this?" "Can't the wizard go after this on his own? What does he need us for?" "Can't the wizard/cleric provide us with some scrolls/potions, after all it's his life at stake!?"[/I] ...Things like this will come up most of the time. I don't think there is a recipe other than a well constructed story. DMs should think of these things from the start, cause when that happens during game time, there not much to be done: a)Either you provide the help the PCs asked for, so as to keep things real, b) or you deny it so as to keep the story challenging, thus losing on realism. c)Do Something in between... however it will always smell kinda funny... IMHO, only the story's backbone is the only solution. Off the top of my head: Regarding your example, I'd make it look as if the PCs are not the only ones looking for the stolen stuff. Perhaps there is a big prize for bringing the stuff back, BUT the library is not going to spend its resources on every adventuring party that's gonna go looking for the stolen goods. Perhaps the library's wizards have their own people involved in the search and don't really think they need outside help... perhaps they don't really trust the PCs... or perhaps they trust them but cannot afford to tell them for some reason, and somehow the PCs find out about it some other way and decide to go after it for some OTHER reason... There are solutions... but I'm not sure of how they can be "injected" in the middle of a story, without sounding fishy. [/QUOTE]
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