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Dungeon Master's Guide Bastion System Lets You Build A Stronghold
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<blockquote data-quote="Chaosmancer" data-source="post: 9480743" data-attributes="member: 6801228"><p>There is no rule in the book that says the player can hide in their bastion and never shall the DM be able to touch them. Heck, let's say that IS a rule, have you actually thought through how that would go at the table? Character enters their "No DMs Allowed" fort and... then never leaves, can never participate in a single adventure again, and has effectively retired their character. Because if they leave, they are no longer in the "you can't do anything" fort. </p><p></p><p>But more concretely, what I'm trying to draw your attention to is that the focus of most of the anti-bastion crowd in this thread displays the reason why this isn't actually an issue. Because every single one of you has pointed out how you now can't punish the players. You can't punish characters for acting badly. You can't punish players for not vetting tertiary NPCs thoroughly enough. You can't punish characters for following the plot. Even your insistence on "realism" is all about the realism of bad things happening to people. </p><p></p><p>And the designers... don't think like that. They don't imagine the players are going to go on a murder-spree then thumb their nose at their DM by hiding in their super-safe super secret "you can't enter" Fort. That isn't even a spark of an idea in their head... because who would want to play that way? Instead, they have a rule, not a hard rule for certain, that clearly indicates their intent. </p><p></p><p>The Bastion is a DM gateway drug, a way to give players a taste of what it means to be a DM and how it works. To let them stretch their creativity and make NPCs and events. Maybe even bad events! Literally nothing stops them from telling you that one of their staff is a spy, because they think that would be a fun side-plot. But, for that to work as a concept, to make it possible for the player to have that creative control... it has to be the player's to control. </p><p></p><p>And if you don't have players who are going to actively be hostile jerks to you, which is a problem regardless of what rules exist... then none of this is a problem. But so few of you who are against Bastions seem to trust players with ANYTHING. There is this almost palpable fear that the moment you loosen your grip, the table will go up in flames and everyone will be screaming. And I think that is the bigger problem, not the player's getting a taste of what being a DM is like.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9480743, member: 6801228"] There is no rule in the book that says the player can hide in their bastion and never shall the DM be able to touch them. Heck, let's say that IS a rule, have you actually thought through how that would go at the table? Character enters their "No DMs Allowed" fort and... then never leaves, can never participate in a single adventure again, and has effectively retired their character. Because if they leave, they are no longer in the "you can't do anything" fort. But more concretely, what I'm trying to draw your attention to is that the focus of most of the anti-bastion crowd in this thread displays the reason why this isn't actually an issue. Because every single one of you has pointed out how you now can't punish the players. You can't punish characters for acting badly. You can't punish players for not vetting tertiary NPCs thoroughly enough. You can't punish characters for following the plot. Even your insistence on "realism" is all about the realism of bad things happening to people. And the designers... don't think like that. They don't imagine the players are going to go on a murder-spree then thumb their nose at their DM by hiding in their super-safe super secret "you can't enter" Fort. That isn't even a spark of an idea in their head... because who would want to play that way? Instead, they have a rule, not a hard rule for certain, that clearly indicates their intent. The Bastion is a DM gateway drug, a way to give players a taste of what it means to be a DM and how it works. To let them stretch their creativity and make NPCs and events. Maybe even bad events! Literally nothing stops them from telling you that one of their staff is a spy, because they think that would be a fun side-plot. But, for that to work as a concept, to make it possible for the player to have that creative control... it has to be the player's to control. And if you don't have players who are going to actively be hostile jerks to you, which is a problem regardless of what rules exist... then none of this is a problem. But so few of you who are against Bastions seem to trust players with ANYTHING. There is this almost palpable fear that the moment you loosen your grip, the table will go up in flames and everyone will be screaming. And I think that is the bigger problem, not the player's getting a taste of what being a DM is like. [/QUOTE]
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