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Dungeon Master's Guide Bastion System Lets You Build A Stronghold
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<blockquote data-quote="Not a Decepticon" data-source="post: 9477444" data-attributes="member: 7020527"><p>It is different because even if the player created something like familiar or god or a patron, I was stil lthe one controlling them and integrating them into the world to ensure they fit and were coherent with the world I was presenting. I am not allowed to interact with the Bastion NPCs, they're literally video game stat bonuses, not living people in the world, which breaks immersion and reminds the player this is a video game. I am not allowed to ensure they fit into the setting. I run in Mystara, where there are no Tieflings because there are no real fiends or connection to lower planes...except if I run using these rules, and the player wants entire crew of his bastion to be made out of Tiefling refugeees hiding from demons and I say them no, by the rules laid out in the bastion I'm the bad guy because I have no right to interact with the bastion. But even if it wasn't the case, second problem arises - the PCs decide everything about the crew of the bastion. So if a player decides that his crew loves and adores him and then does something horrible like slaughter of women and children, I'm not allowed to say his crew are disgusted and horriffied by this, because I'm not allowed to interact with the Bastion. Hell, if a PC kidnapps a princess and then flees to a bastion, I'm not allowed to have the king send an army to lay siege to the bastion because I'm not supposed to interact with the bastion. FFS the player may then declare that, as being inside his bastion he decides what the princess is like and claim she totally fell in love with him, Stockholm Syndrome style, and I cannot say anything because i'm not supposed to interact with the bastion.</p><p></p><p>there are games that handle collaborative storytelling like that better. But they build it into whole framework of the game, not just into one tacked-on part that, quite frankly, encourages murderhobo behavior because it's a place free of consequence. Which sucks especially when previously buing a place was a way to get the PCs more invested into the world and thus discourage murderhobo behavior.</p></blockquote><p></p>
[QUOTE="Not a Decepticon, post: 9477444, member: 7020527"] It is different because even if the player created something like familiar or god or a patron, I was stil lthe one controlling them and integrating them into the world to ensure they fit and were coherent with the world I was presenting. I am not allowed to interact with the Bastion NPCs, they're literally video game stat bonuses, not living people in the world, which breaks immersion and reminds the player this is a video game. I am not allowed to ensure they fit into the setting. I run in Mystara, where there are no Tieflings because there are no real fiends or connection to lower planes...except if I run using these rules, and the player wants entire crew of his bastion to be made out of Tiefling refugeees hiding from demons and I say them no, by the rules laid out in the bastion I'm the bad guy because I have no right to interact with the bastion. But even if it wasn't the case, second problem arises - the PCs decide everything about the crew of the bastion. So if a player decides that his crew loves and adores him and then does something horrible like slaughter of women and children, I'm not allowed to say his crew are disgusted and horriffied by this, because I'm not allowed to interact with the Bastion. Hell, if a PC kidnapps a princess and then flees to a bastion, I'm not allowed to have the king send an army to lay siege to the bastion because I'm not supposed to interact with the bastion. FFS the player may then declare that, as being inside his bastion he decides what the princess is like and claim she totally fell in love with him, Stockholm Syndrome style, and I cannot say anything because i'm not supposed to interact with the bastion. there are games that handle collaborative storytelling like that better. But they build it into whole framework of the game, not just into one tacked-on part that, quite frankly, encourages murderhobo behavior because it's a place free of consequence. Which sucks especially when previously buing a place was a way to get the PCs more invested into the world and thus discourage murderhobo behavior. [/QUOTE]
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