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<blockquote data-quote="Krensky" data-source="post: 4866041" data-attributes="member: 30936"><p>I say it's coming from the GM for not having a plot.</p><p></p><p></p><p></p><p>That's not what I said. The players are just doing good. The Overlord hears about it, and not liking do-gooders and being a proactive sort of guy who read the evil overlord list and knows that it's best to nip these things in the bud sends someone out to shank them before they start messing with him.</p><p></p><p></p><p></p><p>So we come back to the "Only the players deserve to have fun." bit. If the players don't engage with the hooks for the cult at all its best to shuffle them off for use later or for re-skinning or whatever. If they do and then choose to wander off, well, at that point why should the cult just stop until they reenter the PC's range again?</p><p></p><p></p><p></p><p>The ones the PCs choose not to do anything about when they left town.</p><p></p><p></p><p></p><p>You need to use less value laden words. </p><p></p><p>The DM having a plot outline and notes on the things that go on in the world independent of the PCs are not twisted machinations. As for it being an extreme, its perfectly consistent with your descriptions of GMing.</p><p></p><p>GM: The villiage ahead of you seems to be beseiged by goblins.</p><p></p><p>Players: Nah, we don't want to get involved, we'll sneak out and come back later.</p><p></p><p>{adventuring, with the PCs eventually going back to that villiage}</p><p></p><p>GM: The villiage ahead of you seems to be beseiged by goblins.</p><p></p><p>Players: But it's been three years.</p><p></p><p>GM: Status quo world. Nothing changes unless you change it.</p></blockquote><p></p>
[QUOTE="Krensky, post: 4866041, member: 30936"] I say it's coming from the GM for not having a plot. That's not what I said. The players are just doing good. The Overlord hears about it, and not liking do-gooders and being a proactive sort of guy who read the evil overlord list and knows that it's best to nip these things in the bud sends someone out to shank them before they start messing with him. So we come back to the "Only the players deserve to have fun." bit. If the players don't engage with the hooks for the cult at all its best to shuffle them off for use later or for re-skinning or whatever. If they do and then choose to wander off, well, at that point why should the cult just stop until they reenter the PC's range again? The ones the PCs choose not to do anything about when they left town. You need to use less value laden words. The DM having a plot outline and notes on the things that go on in the world independent of the PCs are not twisted machinations. As for it being an extreme, its perfectly consistent with your descriptions of GMing. GM: The villiage ahead of you seems to be beseiged by goblins. Players: Nah, we don't want to get involved, we'll sneak out and come back later. {adventuring, with the PCs eventually going back to that villiage} GM: The villiage ahead of you seems to be beseiged by goblins. Players: But it's been three years. GM: Status quo world. Nothing changes unless you change it. [/QUOTE]
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