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*Dungeons & Dragons
Eberron - why don't you run it? [-]
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<blockquote data-quote="DEFCON 1" data-source="post: 9763574" data-attributes="member: 7006"><p>I disagree that the party would need or want to actually interact with these organizations if the party itself can accomplish whatever it is they would otherwise need from them.</p><p></p><p>It's my belief that most players are naturally risk-adverse and do not like owing things to other NPCs, because most are afraid DMs are going to suddenly give an NPC a heel turn and surprise surprise turn them against the party as some sort of "twist" in the story. So most players more often than not will keep all their cards to their chest, and not open up or make deals with NPCs if they can help it because they don't trust the DM won't use those deals against them. Instead, they would rather just do everything themselves. As a result, if a table can teleport themselves anywhere, they will usually do so on their own without needing to be beholden to House Orien because they know if they do, the DM will probably use that debt against them at some point. At least, that is my feelings on the matter.</p><p></p><p>If you feel differently, that's cool. I would consider you lucky if your experience says that players are usually very open with their information and plans, and are happy to interact with and deal with anybody and everybody in a campaign world. Because that is not my experience, and based on everything I read from all kinds of places about other tables, it seems like I'm not alone on that. I just think players do not trust their DM not to screw them over within the story in order to generate "twists" in the narrative, so players just keep their band of PCs to themselves. Which means my original point still stands... in Khorvaire you might have 2 dozen people across the continent who would be considered like 12th level or higher (so like maybe 2 across each of the twelve nations)... plus another FIVE or SIX all banded together into one singular super-group... all walking around like the cock of the walk, all of whom have the power to just operate on their own and never having to make deals with anyone ever.</p><p></p><p>But again... it is what it is. It's mere just the one "flaw" in the design of the setting (in my opinion), but it's nothing that cannot be worked around, as I've before.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9763574, member: 7006"] I disagree that the party would need or want to actually interact with these organizations if the party itself can accomplish whatever it is they would otherwise need from them. It's my belief that most players are naturally risk-adverse and do not like owing things to other NPCs, because most are afraid DMs are going to suddenly give an NPC a heel turn and surprise surprise turn them against the party as some sort of "twist" in the story. So most players more often than not will keep all their cards to their chest, and not open up or make deals with NPCs if they can help it because they don't trust the DM won't use those deals against them. Instead, they would rather just do everything themselves. As a result, if a table can teleport themselves anywhere, they will usually do so on their own without needing to be beholden to House Orien because they know if they do, the DM will probably use that debt against them at some point. At least, that is my feelings on the matter. If you feel differently, that's cool. I would consider you lucky if your experience says that players are usually very open with their information and plans, and are happy to interact with and deal with anybody and everybody in a campaign world. Because that is not my experience, and based on everything I read from all kinds of places about other tables, it seems like I'm not alone on that. I just think players do not trust their DM not to screw them over within the story in order to generate "twists" in the narrative, so players just keep their band of PCs to themselves. Which means my original point still stands... in Khorvaire you might have 2 dozen people across the continent who would be considered like 12th level or higher (so like maybe 2 across each of the twelve nations)... plus another FIVE or SIX all banded together into one singular super-group... all walking around like the cock of the walk, all of whom have the power to just operate on their own and never having to make deals with anyone ever. But again... it is what it is. It's mere just the one "flaw" in the design of the setting (in my opinion), but it's nothing that cannot be worked around, as I've before. [/QUOTE]
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Eberron - why don't you run it? [-]
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