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<blockquote data-quote="EzekielRaiden" data-source="post: 6794757" data-attributes="member: 6790260"><p>Alternatively, this sort of "boring but everpresent" thing could be represented in a different way, as the game moves forward. DM makes, say, a percentile or d20 check on the "village reaction table." Get lucky, and this village is not only tolerant, but welcoming--nobody bats an eye or makes an off-color comment, you're treated to exactly the same reaction (skeptical, congenial, or otherwise) as any other stranger/customer/helping hand. Get unlucky, and it's torches-and-pitchforks time unless the situation can be smoothed over--which may or may not be possible. Slightly less unlucky, and your presence has subtle but meaningful impact even without playing it out: women and children (and perhaps even men!) cross the street to avoid you, conversation in a crowded establishment goes silent when you enter and everyone watches you, bartenders take inordinate amounts of time washing glasses without paying attention to you, guards take you aside and make sure you know what's up/that they're "keeping an eye on you." In the middle ground, you might get things like a constable saying, "You're a credit to your people, son" or the farmer you just helped saying, "I don't care what people say about you, you're a stand up gal."</p><p></p><p>Not only does this help to reinforce that some places are prone to disliking/rejecting "other-ness," it also opens up avenues for unexpected challenges for the party ("Sorry, don't care what ye call yerself, Paladin or Warlock or Pelor-knows-what, ain't lettin' no demon-horn freak inter THIS town!"), additional lines of inquiry ("Oh, you're wunna them our-cozy-uns, ain'tcha? New t'town? Better check in wit the Assemblage, yeah? Ain't much ter look at but you lot take care'a yer own."), and character development for both PCs and NPCs.</p><p></p><p>Or, in other words: Constantly <em>playing through</em> the exact same reaction every time, not so fun. Having a general idea of how the town feels? Useful. If it further forks off into how the individual NPCs feel, that's even better: perhaps every character makes their own roll on that table, with a modifier based on the town average reaction (or, alternatively, particular average-town-reactions direct you to one of a set of secondary tables for individual people and their reactions). Then you can have a town that's flagrantly racist, but not <em>quite</em> torches-and-pitchforks, and still end up randomly rolling a far more egalitarian shopkeeper.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6794757, member: 6790260"] Alternatively, this sort of "boring but everpresent" thing could be represented in a different way, as the game moves forward. DM makes, say, a percentile or d20 check on the "village reaction table." Get lucky, and this village is not only tolerant, but welcoming--nobody bats an eye or makes an off-color comment, you're treated to exactly the same reaction (skeptical, congenial, or otherwise) as any other stranger/customer/helping hand. Get unlucky, and it's torches-and-pitchforks time unless the situation can be smoothed over--which may or may not be possible. Slightly less unlucky, and your presence has subtle but meaningful impact even without playing it out: women and children (and perhaps even men!) cross the street to avoid you, conversation in a crowded establishment goes silent when you enter and everyone watches you, bartenders take inordinate amounts of time washing glasses without paying attention to you, guards take you aside and make sure you know what's up/that they're "keeping an eye on you." In the middle ground, you might get things like a constable saying, "You're a credit to your people, son" or the farmer you just helped saying, "I don't care what people say about you, you're a stand up gal." Not only does this help to reinforce that some places are prone to disliking/rejecting "other-ness," it also opens up avenues for unexpected challenges for the party ("Sorry, don't care what ye call yerself, Paladin or Warlock or Pelor-knows-what, ain't lettin' no demon-horn freak inter THIS town!"), additional lines of inquiry ("Oh, you're wunna them our-cozy-uns, ain'tcha? New t'town? Better check in wit the Assemblage, yeah? Ain't much ter look at but you lot take care'a yer own."), and character development for both PCs and NPCs. Or, in other words: Constantly [I]playing through[/I] the exact same reaction every time, not so fun. Having a general idea of how the town feels? Useful. If it further forks off into how the individual NPCs feel, that's even better: perhaps every character makes their own roll on that table, with a modifier based on the town average reaction (or, alternatively, particular average-town-reactions direct you to one of a set of secondary tables for individual people and their reactions). Then you can have a town that's flagrantly racist, but not [I]quite[/I] torches-and-pitchforks, and still end up randomly rolling a far more egalitarian shopkeeper. [/QUOTE]
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