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Dungeon Master's Guide Bastion System Lets You Build A Stronghold
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<blockquote data-quote="M_Natas" data-source="post: 9479488" data-attributes="member: 7025918"><p>It is not always about abuse - but what players do must matter and if it doesn't matter, the players will notice and start to act accordingly.</p><p>If encumberance is not enforced over short or long most players will just carry 500+ pounds of equipment- because they just stop caring about removing items from their item list because it doesn't matter.</p><p>If hirelings and NPCs are loyal no matter what and bastions are untouchable no matter what, players will - not trough bad faith -, just by being the usual player, exploit that because they can get an ingame advantage out of that. Players do that because they are players. </p><p>It is the curse of any game that players will optimise the fun out of it and of course that is a generalisation, but it is true for the majority of players. If their is an exploit in the game, they will use it and as a game designer such exploits must be closed.</p><p>Having a part of the game that is protected from any and all consequences of the players actions is a bug, not a feature. A design error.</p><p></p><p>So, now, I understand, that some players got abused by their DMs and now have trust issues - but no amount of "sageguards" inside the rules cab protect you from bad DMs. The only thing you (general you) can do if you not trust your DM is to leave the table. Nothing else can help.</p><p></p><p>So, but as a compromise, when a player comes to me and says that they want a safe haven - is, that I would say that I put that in the hands of the character actions.</p><p></p><p>The standard mode of the Bastion is, that it is safe. But if you as a PC put it in danger, it will be in danger.</p><p>The same for hirelings. Hirelings will be loyal, until you as a PC give them a reason not to be loyal.</p><p></p><p>So for example - if you build your Bastion in a monster infested region, with Monsters that can threaten villages and cities, of course they will also threaten your Bastion.</p><p>Or if you are hired to protect a princess from evil kidnappers of the BBEG and you bring her to your Bastion to protect her, of course they will try to sneak into your Bastion to kidnap her.</p><p></p><p>It is similiar to my Pet - Rules. Yes, you can have a pet. No, I as a DM will not harm it, for example in combat - unless you make it participate in combat, then it is fair game.</p><p></p><p>Or loyalty- yes, your servants are loyal. You are giving them safe jobs in a world full of monsters and horrors.</p><p>But if you abuse them, mistreat them or put them regularly in danger, that can change.</p><p></p><p>So in my games it is a 100% in the PCs Hands if their Bastion is safe and their Hirelings loyal, but they can't exploit that system, because I closed the loophole.</p><p></p><p>But if a Player wants an exception to the rule that their Characters Actions have Consequences, they can look for another table.</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9479488, member: 7025918"] It is not always about abuse - but what players do must matter and if it doesn't matter, the players will notice and start to act accordingly. If encumberance is not enforced over short or long most players will just carry 500+ pounds of equipment- because they just stop caring about removing items from their item list because it doesn't matter. If hirelings and NPCs are loyal no matter what and bastions are untouchable no matter what, players will - not trough bad faith -, just by being the usual player, exploit that because they can get an ingame advantage out of that. Players do that because they are players. It is the curse of any game that players will optimise the fun out of it and of course that is a generalisation, but it is true for the majority of players. If their is an exploit in the game, they will use it and as a game designer such exploits must be closed. Having a part of the game that is protected from any and all consequences of the players actions is a bug, not a feature. A design error. So, now, I understand, that some players got abused by their DMs and now have trust issues - but no amount of "sageguards" inside the rules cab protect you from bad DMs. The only thing you (general you) can do if you not trust your DM is to leave the table. Nothing else can help. So, but as a compromise, when a player comes to me and says that they want a safe haven - is, that I would say that I put that in the hands of the character actions. The standard mode of the Bastion is, that it is safe. But if you as a PC put it in danger, it will be in danger. The same for hirelings. Hirelings will be loyal, until you as a PC give them a reason not to be loyal. So for example - if you build your Bastion in a monster infested region, with Monsters that can threaten villages and cities, of course they will also threaten your Bastion. Or if you are hired to protect a princess from evil kidnappers of the BBEG and you bring her to your Bastion to protect her, of course they will try to sneak into your Bastion to kidnap her. It is similiar to my Pet - Rules. Yes, you can have a pet. No, I as a DM will not harm it, for example in combat - unless you make it participate in combat, then it is fair game. Or loyalty- yes, your servants are loyal. You are giving them safe jobs in a world full of monsters and horrors. But if you abuse them, mistreat them or put them regularly in danger, that can change. So in my games it is a 100% in the PCs Hands if their Bastion is safe and their Hirelings loyal, but they can't exploit that system, because I closed the loophole. But if a Player wants an exception to the rule that their Characters Actions have Consequences, they can look for another table. [/QUOTE]
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