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How would you handle a player-controlled mine?
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<blockquote data-quote="discosoc" data-source="post: 7012868" data-attributes="member: 6801554"><p>Often, yes. I mean, if there's orcs or bandits or other random bad guys looting and pillaging the area, it *is* expected that recovered goods are returned to the locals as best as possible. I'm not going to give the players an entire raiding season worth of random crap to sell back for gold. If the players decide *not* to, then there might be RP repercussions depending on how they went about it. A somewhat-recent example is that while investigating some goblin attacks, they uncovered a local who was actually a fence for the local thieve's guild, and had a ton of stuff still waiting to be moved. The party intended to notify the local Baron of their find (and were rewarded for it via CR 1-4 treasure horde rolls), but the rogue in the group failed to point out some of the better-hidden stuff and instead forwarded the find to thieve's guild. End result was the group got rewarded for doing the right thing, and the rogue gained a contact and trust with the local guild -- very much in character.</p><p></p><p></p><p></p><p>I generally avoid scenarios where players go grave-robbing. Diving into tombs is common enough, but actually plundering them generally results in a revenant or ten on their trail, striking at the worst possible time. Few things discourage grave robbing quite like a resurrection bill. As for being obtuse about what I expect from players: I don't think it's wrong at all to expect actual "role" playing. I do think RPG's should provide chances for character development that extends beyond stats. I can play board games if that's all I want.</p><p></p><p></p><p></p><p>Of course a single action doesn't define an alignment. But setting up narratives where players are just murder-hobos without ever dealing with the consequences of their often misguided "good" actions just seems really boring to me. It also strikes me as more of a neutral or evil type campaign motivation, no matter how funny the cliche is.</p></blockquote><p></p>
[QUOTE="discosoc, post: 7012868, member: 6801554"] Often, yes. I mean, if there's orcs or bandits or other random bad guys looting and pillaging the area, it *is* expected that recovered goods are returned to the locals as best as possible. I'm not going to give the players an entire raiding season worth of random crap to sell back for gold. If the players decide *not* to, then there might be RP repercussions depending on how they went about it. A somewhat-recent example is that while investigating some goblin attacks, they uncovered a local who was actually a fence for the local thieve's guild, and had a ton of stuff still waiting to be moved. The party intended to notify the local Baron of their find (and were rewarded for it via CR 1-4 treasure horde rolls), but the rogue in the group failed to point out some of the better-hidden stuff and instead forwarded the find to thieve's guild. End result was the group got rewarded for doing the right thing, and the rogue gained a contact and trust with the local guild -- very much in character. I generally avoid scenarios where players go grave-robbing. Diving into tombs is common enough, but actually plundering them generally results in a revenant or ten on their trail, striking at the worst possible time. Few things discourage grave robbing quite like a resurrection bill. As for being obtuse about what I expect from players: I don't think it's wrong at all to expect actual "role" playing. I do think RPG's should provide chances for character development that extends beyond stats. I can play board games if that's all I want. Of course a single action doesn't define an alignment. But setting up narratives where players are just murder-hobos without ever dealing with the consequences of their often misguided "good" actions just seems really boring to me. It also strikes me as more of a neutral or evil type campaign motivation, no matter how funny the cliche is. [/QUOTE]
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