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How much backlash is too much?
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<blockquote data-quote="JamesonCourage" data-source="post: 5678082" data-attributes="member: 6668292"><p>Oh definitely. I totally agree. From my impression of it, the paladin and his companions were obviously Heroes to the town, and I think callously murdering one of them would paint the party in a bad light. But if the town perceives the two parties differently (for any number of reasons, including my impression being mistaken), then it will definitely affect the attitude of actions of the townspeople. </p><p></p><p></p><p>I have a spoken rule with my group: any amount of rat bastard you want to be, you can be, but my NPCs won't hold back from it if you don't. If the party wants to assassinate people while they sleep, use deadly poisons, give their word and backstab people for purely entertainment value, they can. NPCs won't hesitate to, either, though.</p><p></p><p>It is unfun to lose a character to "you're all asleep then, except for your magical alarm? Okay, Austin, roll a Fort save. 16? You're dead." Nobody wants to lose a character like that, but I also think it breaks suspension of disbelief too much if the PCs use it liberally, and <em>nobody</em> ever thinks to do it back to them. Now, if the world doesn't really use poisons, highly values giving their word, doesn't approve of assassination even socially (much less by law), I can conserve a lot of suspension of disbelief when both the party and NPCs don't use it. If, however, it is apparently going to be a factor in the campaign, then I won't stop the NPCs from utilizing that resource as well (though NPCs that do will probably be few and far between).</p><p></p><p>At any rate, I probably wouldn't play in a campaign like it, and I'd warn the party about problems they'd likely face before they began play. If they heard me say, "here's the likely consequences of the actions you guys are talking about taking" during character creation, then change nothing, I won't feel bad when they end up facing those consequences. And, generally speaking, they'll say something like, "well, we saw that coming, so oh well" and move on. They're good in that respect (they don't take deaths personally, but also aren't jaded and do look to connect with characters).</p><p></p><p>Anyways, communication is a key lesson here. It comes down to both sides talking about their expectations, and their wants. If the players say they want to play an Evil party, but the DM won't have fun, it's best if the DM lets them know that. The social contract of the group should often be talked about, not just assumed. Not that this part is directed at you, prosfilaes. Just throwing in my two cents. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5678082, member: 6668292"] Oh definitely. I totally agree. From my impression of it, the paladin and his companions were obviously Heroes to the town, and I think callously murdering one of them would paint the party in a bad light. But if the town perceives the two parties differently (for any number of reasons, including my impression being mistaken), then it will definitely affect the attitude of actions of the townspeople. I have a spoken rule with my group: any amount of rat bastard you want to be, you can be, but my NPCs won't hold back from it if you don't. If the party wants to assassinate people while they sleep, use deadly poisons, give their word and backstab people for purely entertainment value, they can. NPCs won't hesitate to, either, though. It is unfun to lose a character to "you're all asleep then, except for your magical alarm? Okay, Austin, roll a Fort save. 16? You're dead." Nobody wants to lose a character like that, but I also think it breaks suspension of disbelief too much if the PCs use it liberally, and [I]nobody[/I] ever thinks to do it back to them. Now, if the world doesn't really use poisons, highly values giving their word, doesn't approve of assassination even socially (much less by law), I can conserve a lot of suspension of disbelief when both the party and NPCs don't use it. If, however, it is apparently going to be a factor in the campaign, then I won't stop the NPCs from utilizing that resource as well (though NPCs that do will probably be few and far between). At any rate, I probably wouldn't play in a campaign like it, and I'd warn the party about problems they'd likely face before they began play. If they heard me say, "here's the likely consequences of the actions you guys are talking about taking" during character creation, then change nothing, I won't feel bad when they end up facing those consequences. And, generally speaking, they'll say something like, "well, we saw that coming, so oh well" and move on. They're good in that respect (they don't take deaths personally, but also aren't jaded and do look to connect with characters). Anyways, communication is a key lesson here. It comes down to both sides talking about their expectations, and their wants. If the players say they want to play an Evil party, but the DM won't have fun, it's best if the DM lets them know that. The social contract of the group should often be talked about, not just assumed. Not that this part is directed at you, prosfilaes. Just throwing in my two cents. As always, play what you like :) [/QUOTE]
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