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How has D&D changed over the decades?
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<blockquote data-quote="Helldritch" data-source="post: 8607069" data-attributes="member: 6855114"><p>Dear Hussar,</p><p>There is a big difference between pulling a NPC out of a player's hat for a "I win" button, and the same player actually going out, meet that NPC, and have that NPC become a valuable contact, ally and friend. </p><p></p><p>I do not encourage the rabbit from a hat, I encourage interactions between PCs and the world that they are in. </p><p></p><p>Here is an example. Last year, full TPK. We agreed to meet on the next week to make a session zero start over. They came in, and I gave them 6 new characters, a bit lower level but rife with magical potions and scrolls. Their mission? Recover the bodies, or part of the bodies of the group that died. This expedition was funded by the prince they had rescued, had kept connection with and helped a few times for free because they liked the boy. They got back their bodies, got resurrected and took their revenge on Death Reaver. Their contact saved their party. The cost was high, it meant that they had to restart with no magical items, no wealth but they did not cared. Fun fact, the player recognized the group they had saved when they were 3rd level themselves.</p><p></p><p>The group that saved them became a new contact of theirs, the prince helped them to gear themselves up with a generous loan. And in the process, they met the high priest of Heironeous that raised them. They turned that man into a staunch ally of theirs too.</p><p></p><p>This is the kind of game that I have with my group. No rabbit hat. Pure plain interaction and Role Play to get contacts and allies. I have seen players giving up their character's life to save a loved NPC because that NPC had always been faithful and loved by all. I have rarely heard the same about other games.</p><p></p><p>Edit: And this is not the first time I did that, nor will it be the last. The more the players are interacting with the world, the more their chances to have someone care about them is. Pure logic.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8607069, member: 6855114"] Dear Hussar, There is a big difference between pulling a NPC out of a player's hat for a "I win" button, and the same player actually going out, meet that NPC, and have that NPC become a valuable contact, ally and friend. I do not encourage the rabbit from a hat, I encourage interactions between PCs and the world that they are in. Here is an example. Last year, full TPK. We agreed to meet on the next week to make a session zero start over. They came in, and I gave them 6 new characters, a bit lower level but rife with magical potions and scrolls. Their mission? Recover the bodies, or part of the bodies of the group that died. This expedition was funded by the prince they had rescued, had kept connection with and helped a few times for free because they liked the boy. They got back their bodies, got resurrected and took their revenge on Death Reaver. Their contact saved their party. The cost was high, it meant that they had to restart with no magical items, no wealth but they did not cared. Fun fact, the player recognized the group they had saved when they were 3rd level themselves. The group that saved them became a new contact of theirs, the prince helped them to gear themselves up with a generous loan. And in the process, they met the high priest of Heironeous that raised them. They turned that man into a staunch ally of theirs too. This is the kind of game that I have with my group. No rabbit hat. Pure plain interaction and Role Play to get contacts and allies. I have seen players giving up their character's life to save a loved NPC because that NPC had always been faithful and loved by all. I have rarely heard the same about other games. Edit: And this is not the first time I did that, nor will it be the last. The more the players are interacting with the world, the more their chances to have someone care about them is. Pure logic. [/QUOTE]
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