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Is it safe to give away wishes?
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<blockquote data-quote="Squizzle" data-source="post: 4813067" data-attributes="member: 76486"><p>Oh goddamn, you got to say it before I did. I was going to recommend almost exactly this: "wishes" being things that the efreet is willing to do for the characters, as if engaging in a highly restricted (three requests a day) form of indentured servitude. As Mustrum hints, I'd overtly recommend using the wishes as the day's adventure hooks. If they wish for riches, the efreet robs royal coffers, declaring loudly that he is taking the wealth for his masters, Their Names Here; or he mystically transports the characters instantly into a sealed vault, requiring a skill challenge to escape; etc.</p><p></p><p>There will be a temptation to use further wishes to get out of wish-induced adventures: "Take us out of this vault!" While you could just pile more complication--e.g., the efreet excorts them out through the vault door, which is for them, for a moment, as immaterial as smoke, and the guards on the other side become extremely interested in what the hell is happening--I'd recommend restricting the wishes to three specific times a day. Maybe they get one wish in the morning when they rise, one wish at midday, and one wish at night before they go to sleep. If they miss a "wish meeting" (perhaps being rendered unconscious via blunt trauma, and thus unavailable in the morning), that wish is lost.</p><p></p><p>I'd avoid using the wishes to put the players into inescapable screwjobs, but so long as you can think quickly on your feet, you could have a lot of fun twisting their words to put them into high-risk, high-reward adventures.</p></blockquote><p></p>
[QUOTE="Squizzle, post: 4813067, member: 76486"] Oh goddamn, you got to say it before I did. I was going to recommend almost exactly this: "wishes" being things that the efreet is willing to do for the characters, as if engaging in a highly restricted (three requests a day) form of indentured servitude. As Mustrum hints, I'd overtly recommend using the wishes as the day's adventure hooks. If they wish for riches, the efreet robs royal coffers, declaring loudly that he is taking the wealth for his masters, Their Names Here; or he mystically transports the characters instantly into a sealed vault, requiring a skill challenge to escape; etc. There will be a temptation to use further wishes to get out of wish-induced adventures: "Take us out of this vault!" While you could just pile more complication--e.g., the efreet excorts them out through the vault door, which is for them, for a moment, as immaterial as smoke, and the guards on the other side become extremely interested in what the hell is happening--I'd recommend restricting the wishes to three specific times a day. Maybe they get one wish in the morning when they rise, one wish at midday, and one wish at night before they go to sleep. If they miss a "wish meeting" (perhaps being rendered unconscious via blunt trauma, and thus unavailable in the morning), that wish is lost. I'd avoid using the wishes to put the players into inescapable screwjobs, but so long as you can think quickly on your feet, you could have a lot of fun twisting their words to put them into high-risk, high-reward adventures. [/QUOTE]
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