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How do you feel when the DM rules that you lose all of your items?
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<blockquote data-quote="Mishihari Lord" data-source="post: 1852863" data-attributes="member: 128"><p>I don't suppose you're from Bettendorf originally? I ran an extended (4 month real time) adventure with this premise (inspired by A4) back in '86. Far from being angry, while my players were at various times worried, appaled, and downright scared, the consensus after the fact was that it was the best adventure they had ever played. They really enjoyed the challenge of thinking of how to deal with tough situations without magic. Suddenly giant ants and alligators were tough again (they were level 8-10)</p><p></p><p>Towards the end, they arrived at the city where their items had been sold. Through purchase, theft, and guile, they were able to recover 5-7 items each. We played this out, and it was later known as "The Quest for our Stuff" One particularly fun section was a roleplay where a good-aligned thief was caught in the act of recovering party gear from an NPC based on Princess Di. He didn't want to steal from her or hurt her, but OTOH he rally wanted his stuff back.</p><p></p><p> Besides the fun factor, I ran this adventure to reduce their overall level of magic gear. The stuff accumulates over time even in 1e, and it had gotten to the point where people couldn't even remember all of their abilities anymore. A few troublesome items were sold to a ship's captain, and only one of those was ever recoverd, about a year later real-time.</p><p></p><p>I think the key factor is how much players trust their DM. If they know he's doing his best to make the game fun for them, they tend to roll with it. IME, of course.</p></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 1852863, member: 128"] I don't suppose you're from Bettendorf originally? I ran an extended (4 month real time) adventure with this premise (inspired by A4) back in '86. Far from being angry, while my players were at various times worried, appaled, and downright scared, the consensus after the fact was that it was the best adventure they had ever played. They really enjoyed the challenge of thinking of how to deal with tough situations without magic. Suddenly giant ants and alligators were tough again (they were level 8-10) Towards the end, they arrived at the city where their items had been sold. Through purchase, theft, and guile, they were able to recover 5-7 items each. We played this out, and it was later known as "The Quest for our Stuff" One particularly fun section was a roleplay where a good-aligned thief was caught in the act of recovering party gear from an NPC based on Princess Di. He didn't want to steal from her or hurt her, but OTOH he rally wanted his stuff back. Besides the fun factor, I ran this adventure to reduce their overall level of magic gear. The stuff accumulates over time even in 1e, and it had gotten to the point where people couldn't even remember all of their abilities anymore. A few troublesome items were sold to a ship's captain, and only one of those was ever recoverd, about a year later real-time. I think the key factor is how much players trust their DM. If they know he's doing his best to make the game fun for them, they tend to roll with it. IME, of course. [/QUOTE]
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How do you feel when the DM rules that you lose all of your items?
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