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<blockquote data-quote="pemerton" data-source="post: 7581664" data-attributes="member: 42582"><p>[MENTION=6990461]Rand564[/MENTION]: from your description of events in your game, I can't tell how they came about <em>at the table</em>, in the course of game play.</p><p></p><p>Eg was the spread of the fire in the city <em>your establishment of a consequence for a failed check by a player</em>, or was it you as GM freely narrating stuff that you thought logically followed from the actions the players had their PCs take?</p><p></p><p>The same question applies to the mob hit squad that found them and left them too weakened to avoid the church inquisitors.</p><p></p><p>If this stuff is all you as GM making decisions, then I think it is at the harder end of things to bring the campaign to an end, or to brutally punish the players (via stripping their PCs of gear etc), by more GM-decision making. That would seem to be getting close to "Rocks fall, everybody dies."</p><p></p><p>On the other hand, if the players have been declaring actions for their PCs, which fail, and you've been establishing the consequences of these failures, then keep going with that: let the players declare actions for their PCs to try and escape (which might eg include CHA (performance) checks to persuade/seduce a jailer; or calling in some Background-related resource/connection; or a combination of a Nature check to lure a sparrow to a jail window plus a Speak with Animals spell or ability to send a message to a friend; etc) and see where that leads.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7581664, member: 42582"] [MENTION=6990461]Rand564[/MENTION]: from your description of events in your game, I can't tell how they came about [I]at the table[/I], in the course of game play. Eg was the spread of the fire in the city [I]your establishment of a consequence for a failed check by a player[/I], or was it you as GM freely narrating stuff that you thought logically followed from the actions the players had their PCs take? The same question applies to the mob hit squad that found them and left them too weakened to avoid the church inquisitors. If this stuff is all you as GM making decisions, then I think it is at the harder end of things to bring the campaign to an end, or to brutally punish the players (via stripping their PCs of gear etc), by more GM-decision making. That would seem to be getting close to "Rocks fall, everybody dies." On the other hand, if the players have been declaring actions for their PCs, which fail, and you've been establishing the consequences of these failures, then keep going with that: let the players declare actions for their PCs to try and escape (which might eg include CHA (performance) checks to persuade/seduce a jailer; or calling in some Background-related resource/connection; or a combination of a Nature check to lure a sparrow to a jail window plus a Speak with Animals spell or ability to send a message to a friend; etc) and see where that leads. [/QUOTE]
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