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Elements of a realistic campaign
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<blockquote data-quote="Dross" data-source="post: 3782569" data-attributes="member: 33802"><p>As much as needed for the players to play in it? (yes, that answers the Q but provides no useful info <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> )</p><p></p><p></p><p></p><p>For me there are a few things I like to do as DM (or player) for a beleivable campaign. Mind you not all my group agrees with everything here (go figure <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>Your actions (or lack of) have consequences. Sometimes people remember.</p><p>The universe does not exist for the sole purpose of the party. Just because you are a PC does not entitle you to biased treatment from a NPC. Doing favours for them can. A group may not sell you a magic item even though you can afford it (think items with paladin specific spells in them for instance).</p><p>There is a reason someone behaves the way they do (you may just not know the why).</p><p>You are not the biggest fish in the pond (until mid to high levels anyway).</p><p>Sometimes a plot demands something that might not make sense, it'll happen just roll with it.</p><p></p><p>Monsters in a wilderness can have cash because they took it from victims or there are always uncruperlous people that will deal with anyone/anything if the $$ is right.</p><p>I find that a mixture of $$ and items (useful to them) is usually the way to go, or nothing at all depending on the monster.</p><p></p><p>It can be fun for PCs to drag large objects back to town but that is more group preference. Every now and then is good, all the time is bad.</p><p>Plot items might be better for this. just have a way for them to sell it if they do decide to crag it back to town (within reason of course).</p><p></p><p>I think the best things for verisimilitude are consistancy, things do happen of camera, PCs do not have a sign saying" I am a PC, do as I say" and there is a reason why this happened.</p><p></p><p>just as long as the players can play in the campaign.</p></blockquote><p></p>
[QUOTE="Dross, post: 3782569, member: 33802"] As much as needed for the players to play in it? (yes, that answers the Q but provides no useful info :heh: ) For me there are a few things I like to do as DM (or player) for a beleivable campaign. Mind you not all my group agrees with everything here (go figure :) ) Your actions (or lack of) have consequences. Sometimes people remember. The universe does not exist for the sole purpose of the party. Just because you are a PC does not entitle you to biased treatment from a NPC. Doing favours for them can. A group may not sell you a magic item even though you can afford it (think items with paladin specific spells in them for instance). There is a reason someone behaves the way they do (you may just not know the why). You are not the biggest fish in the pond (until mid to high levels anyway). Sometimes a plot demands something that might not make sense, it'll happen just roll with it. Monsters in a wilderness can have cash because they took it from victims or there are always uncruperlous people that will deal with anyone/anything if the $$ is right. I find that a mixture of $$ and items (useful to them) is usually the way to go, or nothing at all depending on the monster. It can be fun for PCs to drag large objects back to town but that is more group preference. Every now and then is good, all the time is bad. Plot items might be better for this. just have a way for them to sell it if they do decide to crag it back to town (within reason of course). I think the best things for verisimilitude are consistancy, things do happen of camera, PCs do not have a sign saying" I am a PC, do as I say" and there is a reason why this happened. just as long as the players can play in the campaign. [/QUOTE]
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