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I need some DM advice
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5197685" data-attributes="member: 82106"><p>Well, practically speaking there are plenty of downsides for the characters to collecting a menagerie like this. They are going to have to feed them, keep them secure, provide for their other needs, etc. This could become somewhat of a drain on their funds.</p><p></p><p>On the other hand why worry about it? If the players are having fun then more power to them. Eventually they're going to have to try to enact whatever their plan is and then it will fall into your side of the court. Remember, "say yes" is really a good piece of advice and should be your default. If they decide to do something totally crazy and unworkable, then let it fail spectacularly or play it for laughs etc. </p><p></p><p>You can also let them get away with it all for a while and meanwhile plot in some story consequences. Maybe some local people get killed and the populace decides the PC's menagerie is responsible. Maybe the authorities get worried about what's up and try to put a stop to it. Perhaps some local shady characters decide it would be nice to have some kobolds of their own. Perhaps the mother of yon White Dragon Wyrmling shows up at some point (yeah, try negotiating with an enraged mother...). Just don't invoke these sorts of plot elements as a way to crush the whole thing, instead do it to throw a whole new twist on whatever their fun is into the mix. In the end they should wind up with something cool happening.</p><p></p><p>Honestly stuff like this is a fun opportunity. I know sometimes player schemes can clash with your idea of how the game should go, but I'd resist temptations to make it a struggle to control the game, those never end well...</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5197685, member: 82106"] Well, practically speaking there are plenty of downsides for the characters to collecting a menagerie like this. They are going to have to feed them, keep them secure, provide for their other needs, etc. This could become somewhat of a drain on their funds. On the other hand why worry about it? If the players are having fun then more power to them. Eventually they're going to have to try to enact whatever their plan is and then it will fall into your side of the court. Remember, "say yes" is really a good piece of advice and should be your default. If they decide to do something totally crazy and unworkable, then let it fail spectacularly or play it for laughs etc. You can also let them get away with it all for a while and meanwhile plot in some story consequences. Maybe some local people get killed and the populace decides the PC's menagerie is responsible. Maybe the authorities get worried about what's up and try to put a stop to it. Perhaps some local shady characters decide it would be nice to have some kobolds of their own. Perhaps the mother of yon White Dragon Wyrmling shows up at some point (yeah, try negotiating with an enraged mother...). Just don't invoke these sorts of plot elements as a way to crush the whole thing, instead do it to throw a whole new twist on whatever their fun is into the mix. In the end they should wind up with something cool happening. Honestly stuff like this is a fun opportunity. I know sometimes player schemes can clash with your idea of how the game should go, but I'd resist temptations to make it a struggle to control the game, those never end well... [/QUOTE]
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