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*Dungeons & Dragons
DMs: How do you handle purely combat-focused groups?
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<blockquote data-quote="the Jester" data-source="post: 6427709" data-attributes="member: 1210"><p>First of all, the basic answer is probably "give them what they want"- let them play a lot of combat-heavy stuff. But if that's not satisfying to you, you can just think about the reactions of the various npcs and how they play off each other. </p><p></p><p>Enforce the logical consequences of the pcs' actions. This means, among other things, that they're going to get a reputation for plowing through things without subtlety. They will miss a lot- that's okay. There's no way to get the information they need to find the dungeon/magic item/special powder/whatever? Then <strong>they don't find it.</strong> Oh, they can't finish the adventure? Oh well, time to chalk up another mark in the "Fail" column and move on to the next one.</p><p></p><p>This approach means that, eventually, they will stop getting hired for jobs that aren't "Kill kill kill". That's okay; it may suit them. But it also means that they will probably eventually get hired to do something that they really ought to avoid (slaying an important person, kidnapping the heir, threatening a powerful official, etc).</p><p></p><p>It also means that it's likely that the pcs will eventually do something- kill a guy in a bar fight, get a reputation for casting <em>fireballs</em> in the city, etc.- that makes them either persona non grata or actually wanted by the authorities. This means that they can't easily buy supplies, find an inn, get a meal, hire a cobbler, go to the weaponsmith, etc. And if they try to go get a disease cured or a curse removed- well, the local clergy isn't likely to help if the consequence is the loss of their clerical rights in the city for aiding fugitives. When they're in town, they may be confronted by a large group of watchmen offering to escort them out or trying to arrest them outright. If they resist, suddenly there's a huge price on their head for killing guards (because, let's face it, this type of party is often the type that slays anyone without thought of the consequences). </p><p></p><p>It's also possible that someone will choose to frame them for something that they didn't actually do. With this kind of reputation, it's eminently believable, and a war could start or something equally dire could happen, all because they don't have the connections and reputation to clear their names and point out the real guilty party.</p></blockquote><p></p>
[QUOTE="the Jester, post: 6427709, member: 1210"] First of all, the basic answer is probably "give them what they want"- let them play a lot of combat-heavy stuff. But if that's not satisfying to you, you can just think about the reactions of the various npcs and how they play off each other. Enforce the logical consequences of the pcs' actions. This means, among other things, that they're going to get a reputation for plowing through things without subtlety. They will miss a lot- that's okay. There's no way to get the information they need to find the dungeon/magic item/special powder/whatever? Then [b]they don't find it.[/b] Oh, they can't finish the adventure? Oh well, time to chalk up another mark in the "Fail" column and move on to the next one. This approach means that, eventually, they will stop getting hired for jobs that aren't "Kill kill kill". That's okay; it may suit them. But it also means that they will probably eventually get hired to do something that they really ought to avoid (slaying an important person, kidnapping the heir, threatening a powerful official, etc). It also means that it's likely that the pcs will eventually do something- kill a guy in a bar fight, get a reputation for casting [i]fireballs[/i] in the city, etc.- that makes them either persona non grata or actually wanted by the authorities. This means that they can't easily buy supplies, find an inn, get a meal, hire a cobbler, go to the weaponsmith, etc. And if they try to go get a disease cured or a curse removed- well, the local clergy isn't likely to help if the consequence is the loss of their clerical rights in the city for aiding fugitives. When they're in town, they may be confronted by a large group of watchmen offering to escort them out or trying to arrest them outright. If they resist, suddenly there's a huge price on their head for killing guards (because, let's face it, this type of party is often the type that slays anyone without thought of the consequences). It's also possible that someone will choose to frame them for something that they didn't actually do. With this kind of reputation, it's eminently believable, and a war could start or something equally dire could happen, all because they don't have the connections and reputation to clear their names and point out the real guilty party. [/QUOTE]
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DMs: How do you handle purely combat-focused groups?
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