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DM Advice: handling 'he can't talk to me like that' ~cuts NPC throat~ players.
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<blockquote data-quote="Storm Raven" data-source="post: 4162246" data-attributes="member: 307"><p>I don't think that is the default expectation of <em>any</em> published D&D campaign world other than maybe Midnight (which has its own unique way of dealing with players who get out of hand). Greyhawk? Nope. Forgotten Realms? Nope. Eberron? Nope. Oathbound? Nope. Kalamar? Nope. Scarred Lands? Nyambe? Rokugan? Nope, nope, and nope.</p><p></p><p>Sure, there are threats in those game worlds, but in almost all of them, the reason no one is combating the enemies is because they haven't gotten to it yet, they don't care, they have other things to deal with first (but they will get to it later, maybe), or any number of other reasons. In most game worlds, there are a variety of individuals and groups with significant power <em>other</em> than the PCs. In most, there are plenty with more power than the PCs will have through, at the very least, most of the course of play.</p><p></p><p>In my experience, home brew game worlds that are set up to have "dire threats no one can deal with but the PCs" tend to not work very well. That's a decent set up for a fantasy <em>novel</em>, but as a campaign world, it just doesn't work - there are too many variables, the biggest being the PCs. But a campaign world is not a fantasy novel. The main characters don't always win, the villain doesn't always lose, and the evil threat isn't always a big threat to the world.</p></blockquote><p></p>
[QUOTE="Storm Raven, post: 4162246, member: 307"] I don't think that is the default expectation of [i]any[/i] published D&D campaign world other than maybe Midnight (which has its own unique way of dealing with players who get out of hand). Greyhawk? Nope. Forgotten Realms? Nope. Eberron? Nope. Oathbound? Nope. Kalamar? Nope. Scarred Lands? Nyambe? Rokugan? Nope, nope, and nope. Sure, there are threats in those game worlds, but in almost all of them, the reason no one is combating the enemies is because they haven't gotten to it yet, they don't care, they have other things to deal with first (but they will get to it later, maybe), or any number of other reasons. In most game worlds, there are a variety of individuals and groups with significant power [i]other[/i] than the PCs. In most, there are plenty with more power than the PCs will have through, at the very least, most of the course of play. In my experience, home brew game worlds that are set up to have "dire threats no one can deal with but the PCs" tend to not work very well. That's a decent set up for a fantasy [i]novel[/i], but as a campaign world, it just doesn't work - there are too many variables, the biggest being the PCs. But a campaign world is not a fantasy novel. The main characters don't always win, the villain doesn't always lose, and the evil threat isn't always a big threat to the world. [/QUOTE]
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