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<blockquote data-quote="barsoomcore" data-source="post: 2746102" data-attributes="member: 812"><p>Well, my point is that imposing arbitrary consequences on the PCs isn't in itself a bad thing.</p><p></p><p>In Season Four, I bought a copy of Cook's <em>When A Star Falls</em>, and Barsoom was subsequently struck by meteorites. Bad juju meteorites that started twisting all life around their impact points into hideous mockeries of what had been before.</p><p></p><p>You COULD define that as "upping the stakes", but come on -- we're splitting pretty indistinct hairs here.</p><p></p><p>Part of the job of the DM is imposing arbitrary consequences on the PCs. One day it's foggy. One day it's clear. One day a messenger appears. These things have nothing to do with the choices of the players.</p><p></p><p>What we're really talking about here is bad DMing versus good DMing. Bad DMs are those who come up with arbitrary events that make their games LESS fun in whatever fashion. Good DMs are those who come up with arbitrary events that make their games MORE fun. What, exactly, is MORE or LESS fun varies from one group to the next, which is why there's no set of rules by which awesomely fun campaigns are guaranteed.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 2746102, member: 812"] Well, my point is that imposing arbitrary consequences on the PCs isn't in itself a bad thing. In Season Four, I bought a copy of Cook's [i]When A Star Falls[/i], and Barsoom was subsequently struck by meteorites. Bad juju meteorites that started twisting all life around their impact points into hideous mockeries of what had been before. You COULD define that as "upping the stakes", but come on -- we're splitting pretty indistinct hairs here. Part of the job of the DM is imposing arbitrary consequences on the PCs. One day it's foggy. One day it's clear. One day a messenger appears. These things have nothing to do with the choices of the players. What we're really talking about here is bad DMing versus good DMing. Bad DMs are those who come up with arbitrary events that make their games LESS fun in whatever fashion. Good DMs are those who come up with arbitrary events that make their games MORE fun. What, exactly, is MORE or LESS fun varies from one group to the next, which is why there's no set of rules by which awesomely fun campaigns are guaranteed. [/QUOTE]
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