Irda Ranger
First Post
Indeed. The quid pro quo was exactly what made me say "Yuck" in the first place. My games are more about full & fair disclosure, and once the game is afoot quarter is neither asked for nor received (in either direction). If my PCs figure out a way to "cheat" their way to a quick & easy victory that's my problem and they've earned every point of XP.In fact, it's possibly worse (for non-narrativists) -- it's a predetermined story, with the implied obligation that you pay back the players with their own "story points" in exchange for it. Non-narrativists will soooo not groove on that.
To use the death trap example, my game would go more like this:
PC: I think we should investigate that Temple.
Crusty Tavern NPC: Arg, don't go there! Twas built by chaotic Gnomes; they build massive clockwork devices designed to tear a man apart sloooowly!
PC: We'll be careful.
(Me: Heh heh heh.)
If they beat the traps they get XP and a high-five. If not, 30 point buy. The "Narrative" part only comes in later when we're playing Soul Caliber and I say "Remember the time Diego tried to use his Aasimar's 1/week Holy Word on the Lich and stunned the whole party unconscious instead ... what a douche." And then Diego says "Hey, that's not as bad as the time Joe failed his Test of High Sorcery four times in a row ..."
Ah, good times.