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How to Fix a Slavery situation without murder? (Solved!)
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<blockquote data-quote="Mallus" data-source="post: 2020017" data-attributes="member: 3887"><p>While it really depends on how long a campaign has been going on, I generally remove game-ending consequences from the game. I just don't think it fun for anyone to spend a year embroiled in a storyline only to present the players with the narrative equivalent of the Tomb of Horrors (where two in three choices result in unavoidable doom).</p><p></p><p>That still leaves me with a full slate of catastrophes to witness upon the poor PC's...</p><p></p><p>It's very important to me as well. But it has no value in and of itself. And there's a limit to it described by the genre conventions.</p><p></p><p>And given the context, insisting on a high level of verisimilitude is a little like insisiting that one wear a tie in room full of people who aren't wearing pants...</p><p></p><p>But the DM decides whats the logical consequences are, what other forces are are in play, and to what extend (hopefully believable) coincidences bail the players out. A good DM presents a reasonable environment that fosters derring-do. I'm sorry, but a level of daring action is implicit in both the genres that inspired it and the mechanics; thats reflected in almost every part of the systems design... </p><p></p><p>And I'm just not seeing how the choice to <em>not play</em> the game is preferable to choosing to play it...</p><p></p><p>That's an interesting take... I'd argue that who the protagonists wind up being doesn't affect the genre conventions at work; in the case of ST, standing on ones principles would always win out against expediency, there'd always be another alternative that doesn't involve the sacrifice of innocents, diplomacy would (almost) always provide a solution, god-like entities would still be capable of shame/have sensible parents/and or be vulnerable to the 'calculate the last digit of pi' trick...</p><p></p><p>Take those away and you no longer have the Star Trek universe.</p><p></p><p>Ummm, you'd have Deep Space Nine...</p></blockquote><p></p>
[QUOTE="Mallus, post: 2020017, member: 3887"] While it really depends on how long a campaign has been going on, I generally remove game-ending consequences from the game. I just don't think it fun for anyone to spend a year embroiled in a storyline only to present the players with the narrative equivalent of the Tomb of Horrors (where two in three choices result in unavoidable doom). That still leaves me with a full slate of catastrophes to witness upon the poor PC's... It's very important to me as well. But it has no value in and of itself. And there's a limit to it described by the genre conventions. And given the context, insisting on a high level of verisimilitude is a little like insisiting that one wear a tie in room full of people who aren't wearing pants... But the DM decides whats the logical consequences are, what other forces are are in play, and to what extend (hopefully believable) coincidences bail the players out. A good DM presents a reasonable environment that fosters derring-do. I'm sorry, but a level of daring action is implicit in both the genres that inspired it and the mechanics; thats reflected in almost every part of the systems design... And I'm just not seeing how the choice to [i]not play[/i] the game is preferable to choosing to play it... That's an interesting take... I'd argue that who the protagonists wind up being doesn't affect the genre conventions at work; in the case of ST, standing on ones principles would always win out against expediency, there'd always be another alternative that doesn't involve the sacrifice of innocents, diplomacy would (almost) always provide a solution, god-like entities would still be capable of shame/have sensible parents/and or be vulnerable to the 'calculate the last digit of pi' trick... Take those away and you no longer have the Star Trek universe. Ummm, you'd have Deep Space Nine... [/QUOTE]
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How to Fix a Slavery situation without murder? (Solved!)
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