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<blockquote data-quote="Bae'zel" data-source="post: 9748857" data-attributes="member: 7048197"><p>Some video game RPGs would be a good training module for GM on how to handle consequences of player actions, good and bad.</p><p></p><p>Examples:</p><ul> <li data-xf-list-type="ul">avoiding a battle with antagonists through socializing (and still getting XP for “defeating” the encounter)</li> <li data-xf-list-type="ul">having NPCs and factions treat the PCs better for positive interactions and doing favors for them (they become allies, give discounts at shops, better rewards etc)</li> <li data-xf-list-type="ul">having past choices coming up later in positive (the villagers here remember how you saved the local farmers from goblins, so they give you discounts and support) and negative ways (the villagers recognize you as the murderhobo “butcher of Hamletville, and fear you; they don’t go out of their way to help you, refuse to give you any reliable info and certainly won’t take your side later unless out of fear or intimidation).</li> <li data-xf-list-type="ul">The merchant remembers the fact that you saved them from the prison cells and kept them alive throughout the rest of the dungeon; they offer you significant discounts and even a few freebies, along with information to help you).</li> </ul></blockquote><p></p>
[QUOTE="Bae'zel, post: 9748857, member: 7048197"] Some video game RPGs would be a good training module for GM on how to handle consequences of player actions, good and bad. Examples: [LIST] [*]avoiding a battle with antagonists through socializing (and still getting XP for “defeating” the encounter) [*]having NPCs and factions treat the PCs better for positive interactions and doing favors for them (they become allies, give discounts at shops, better rewards etc) [*]having past choices coming up later in positive (the villagers here remember how you saved the local farmers from goblins, so they give you discounts and support) and negative ways (the villagers recognize you as the murderhobo “butcher of Hamletville, and fear you; they don’t go out of their way to help you, refuse to give you any reliable info and certainly won’t take your side later unless out of fear or intimidation). [*]The merchant remembers the fact that you saved them from the prison cells and kept them alive throughout the rest of the dungeon; they offer you significant discounts and even a few freebies, along with information to help you). [/LIST] [/QUOTE]
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