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Fate and the Player (my players should not read)
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<blockquote data-quote="Al" data-source="post: 179247" data-attributes="member: 2486"><p>This is a tricky one. The irony is that rather than the PCs getting the proverbial shaft and being forced to kowtow to the DM's line, it is often more the case that the DM is subject to a sort of 'chaos theory' effect where in order to fulfil his planned destinies (which may or may not be pivotal to the campaign) he has to deviate and veer around various obstacles.</p><p></p><p>For example, what happens if the guy meant to rally the world and conquer the demon-king happens to get criticalled by an orc at 1st level and end up in a bloody heap? How does this effect the destiny of the character, or of the world? If he is truly the 'destined' one, then fate should intervene to save him...indeed, if he simply dies and that's the end, then the whole destiny idea is fallacious.</p><p></p><p>So the DM's life becomes more complicated. He *could* have the player raised, but what if the player wishes a different character? Besides, it is highly unlikely that a 1st level character is going to have the funds to be raised. And a mysterious oracle coming down and raising him is likely to be suspicious...</p><p></p><p>It is possible to veer around such situations. Ensure that the orc didn't *really* crit him (rig the dice or whatever). But things get trickier. Are you really going to keep track of all the PCs' hitpoints in the event of unfortunate circumstances. What about failing an easy save (which the player rolls) against a death effect (which the party mage can Spellcraft). How does one explain the mysterious raising of the character if the party choose to give him a decent burial?</p><p></p><p>Once they figure it out, all hell can break loose. Abusive players can manipulate destinies and forge themselves immortal, playing against the grain of the campaign. You can revoke their destiny and have them killed for their folly, but what about the wider impact?</p><p></p><p>Simply put, prophesies are too complicated to put in where the PCs have free-choice. The lack of predictability makes it a potential nightmare for the DM. They work in myths, legend and fiction novel as the author has complete control over all the events...but in the chaotic world of FRPG it can be more trouble than it's worth. I counsel against.</p></blockquote><p></p>
[QUOTE="Al, post: 179247, member: 2486"] This is a tricky one. The irony is that rather than the PCs getting the proverbial shaft and being forced to kowtow to the DM's line, it is often more the case that the DM is subject to a sort of 'chaos theory' effect where in order to fulfil his planned destinies (which may or may not be pivotal to the campaign) he has to deviate and veer around various obstacles. For example, what happens if the guy meant to rally the world and conquer the demon-king happens to get criticalled by an orc at 1st level and end up in a bloody heap? How does this effect the destiny of the character, or of the world? If he is truly the 'destined' one, then fate should intervene to save him...indeed, if he simply dies and that's the end, then the whole destiny idea is fallacious. So the DM's life becomes more complicated. He *could* have the player raised, but what if the player wishes a different character? Besides, it is highly unlikely that a 1st level character is going to have the funds to be raised. And a mysterious oracle coming down and raising him is likely to be suspicious... It is possible to veer around such situations. Ensure that the orc didn't *really* crit him (rig the dice or whatever). But things get trickier. Are you really going to keep track of all the PCs' hitpoints in the event of unfortunate circumstances. What about failing an easy save (which the player rolls) against a death effect (which the party mage can Spellcraft). How does one explain the mysterious raising of the character if the party choose to give him a decent burial? Once they figure it out, all hell can break loose. Abusive players can manipulate destinies and forge themselves immortal, playing against the grain of the campaign. You can revoke their destiny and have them killed for their folly, but what about the wider impact? Simply put, prophesies are too complicated to put in where the PCs have free-choice. The lack of predictability makes it a potential nightmare for the DM. They work in myths, legend and fiction novel as the author has complete control over all the events...but in the chaotic world of FRPG it can be more trouble than it's worth. I counsel against. [/QUOTE]
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