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Ginni D Yes, And
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<blockquote data-quote="Vaalingrade" data-source="post: 9429867" data-attributes="member: 82524"><p>If you want to have that discussion then:</p><p></p><p>Why not have the king be a king and have the guards attack?</p><p></p><p>Because I'm playing a game with my friends for fun and that result is likely to either derail or just plain end the game or the fun. What are the outcomes of 'king is king'?</p><p></p><p>- the offender is killed or imprisoned and the rest of the party let it happen, which can cause metasocial problems at the table on top of adding the usual problems of replacing a character.</p><p></p><p>- The whole party is killed trying to help their friend -- game over</p><p></p><p>- the whole or part of the party is imprisoned. Now you have to either find a way to parole them into a mission or do a prison break, which is also illegal and 'realistically' will get the party killed. Plus the wasted time playing through it.</p><p></p><p>- the party escapes in whole or in part. Now they're fugitives and that has to be a thing I'm supposed to care.</p><p></p><p>None of these appeal to me, so there's no positive outcome for me to have the 'king be a king' if a PC stabs them.</p><p></p><p>If pressed into this situation, I'd rather pick a result that leads to a more interesting story regardless of my original plans and that's not a problem because the players don't even know what those plans were, so who is to say if anything changed?</p><p></p><p>Look, my world is <em>literally </em>from a novel I wrote and I don't mind altering things for the fun of the game. Things will exist there because they amuse and delight my players or don't because they discomfort or annoy my players. When we're playing, it's <em>our</em> game, not <em>my </em>world.</p></blockquote><p></p>
[QUOTE="Vaalingrade, post: 9429867, member: 82524"] If you want to have that discussion then: Why not have the king be a king and have the guards attack? Because I'm playing a game with my friends for fun and that result is likely to either derail or just plain end the game or the fun. What are the outcomes of 'king is king'? - the offender is killed or imprisoned and the rest of the party let it happen, which can cause metasocial problems at the table on top of adding the usual problems of replacing a character. - The whole party is killed trying to help their friend -- game over - the whole or part of the party is imprisoned. Now you have to either find a way to parole them into a mission or do a prison break, which is also illegal and 'realistically' will get the party killed. Plus the wasted time playing through it. - the party escapes in whole or in part. Now they're fugitives and that has to be a thing I'm supposed to care. None of these appeal to me, so there's no positive outcome for me to have the 'king be a king' if a PC stabs them. If pressed into this situation, I'd rather pick a result that leads to a more interesting story regardless of my original plans and that's not a problem because the players don't even know what those plans were, so who is to say if anything changed? Look, my world is [I]literally [/I]from a novel I wrote and I don't mind altering things for the fun of the game. Things will exist there because they amuse and delight my players or don't because they discomfort or annoy my players. When we're playing, it's [I]our[/I] game, not [I]my [/I]world. [/QUOTE]
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