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Decanter of Endless Water
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<blockquote data-quote="taferial" data-source="post: 2983599" data-attributes="member: 41867"><p>I thought Id throw this into the mix...</p><p></p><p>When GM'ing I rarely allow creation/ destruction of matter or energy, I justify these affects as either transformations or "summons". </p><p></p><p>Dureing one campaign my players (haveing lead the survivors of several villages who, due to various player actions, had been attacked by the forces of darkness (tm) ) to an almost habbitable mountain vally. Here they set about enriching the soil, crop/ animal farming and the like. They were useing a font of water to power the mill, forge and irrigate the crops. After a few years they had a working economy and fortifications and so on, and were useing their burgeoning town as a show case to recruit for an army to defeat the forces of darkness (tm).</p><p></p><p>They recieved an urgent message from the council they had set up to run the place while they were out adventuring, and were rather suprised to find an adventuring group dungeneering in their castle. Once the players had beat the group snotless the leader of the defeated group (a Paladin) explained they were questing to find who was causeing the drought threatening their city. Aparently the spring around which her city grew had one day just dried up, and the head of the Paladins order had recieved a vission...</p><p></p><p>Any way, that story is long and messy, the point being that the water had to come from somwhere and the players learnt a valuble lesson in cause and effect. It also meant that I didnt have to worry over much about effects of weather patterns, erosion and a host of other stuff. (though the gold rush their water run-off caused was a joy to run, who dosnt ejoy roleplaying a prospecter with an outrageous fronteer accent.)</p><p></p><p>akk im rambleing, the peril of old war stories I guess.</p></blockquote><p></p>
[QUOTE="taferial, post: 2983599, member: 41867"] I thought Id throw this into the mix... When GM'ing I rarely allow creation/ destruction of matter or energy, I justify these affects as either transformations or "summons". Dureing one campaign my players (haveing lead the survivors of several villages who, due to various player actions, had been attacked by the forces of darkness (tm) ) to an almost habbitable mountain vally. Here they set about enriching the soil, crop/ animal farming and the like. They were useing a font of water to power the mill, forge and irrigate the crops. After a few years they had a working economy and fortifications and so on, and were useing their burgeoning town as a show case to recruit for an army to defeat the forces of darkness (tm). They recieved an urgent message from the council they had set up to run the place while they were out adventuring, and were rather suprised to find an adventuring group dungeneering in their castle. Once the players had beat the group snotless the leader of the defeated group (a Paladin) explained they were questing to find who was causeing the drought threatening their city. Aparently the spring around which her city grew had one day just dried up, and the head of the Paladins order had recieved a vission... Any way, that story is long and messy, the point being that the water had to come from somwhere and the players learnt a valuble lesson in cause and effect. It also meant that I didnt have to worry over much about effects of weather patterns, erosion and a host of other stuff. (though the gold rush their water run-off caused was a joy to run, who dosnt ejoy roleplaying a prospecter with an outrageous fronteer accent.) akk im rambleing, the peril of old war stories I guess. [/QUOTE]
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