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<blockquote data-quote="Kraydak" data-source="post: 4405624" data-attributes="member: 12306"><p>If the consequence of killing bad guys is spawning more powerful bad guys... there is no way to achieve anything. Those two kobolds already exist. They are skirmishers. Upgrading them is akin to saying that the PCs can't achieve anything in game unless it fits precisely with the DM's agenda. Not fun.</p><p></p><p></p><p></p><p>Well... if you accept that you lost any right to talk about consequences (the consequences of founding a settlement out in the middle of nowhere, without a military, and *then* angering friendly military units... is death) then sure. Of course, once NPCs aren't bound by "consequences" then players have no way to determine what the "consequences" of their actions are... </p><p></p><p></p><p></p><p>Two kobolds =/= major mess. Two kobolds = random encounter table for safe areas. If you can't face off two kobolds it is all over.</p><p></p><p></p><p></p><p>So the pitiful survivors of a town that couldn't defend itself from a pair of kobolds somehow WILL survive the trek to civilization to spread the word. Ayup.</p><p></p><p></p><p></p><p>There is a big difference between the world being able to defend itself against everything and the world being able to fend of weak attacks. There is a difference between population centers being able to project their power (and, say, defend outlying areas) and population centers being able to defend their town square. If the world doesn't make sense, then talking about "consequences" is meaningless.</p><p></p><p></p><p></p><p>If NPCs break the rules enough, then "consequences" becomes "random event generator". Which, admittedly, is better than "killing evil guys spawns more powerful evil guys".</p><p></p><p></p><p></p><p>I must say, this really sounds like you wanting to slap the players around for being barbaric in ways you didn't expect, but not wanting to admit it. That may well not be the case, but from this side of the internet it certainly sounds like it.</p><p></p><p></p><p></p><p>Except that these NPCs have already been on stage. As a DM, the trick is to NOT use an infinite palette, but rather reusing the stuff you already have when possible. Two kobold strikers trying to break into a walled town to wreak vengeance (and getting cut down, probably severely injuring a townsperson) might be interesting. *That* would be setting consistent consequences that might make the party think.</p><p></p><p></p><p></p><p>The fewer rules NPCs follow, the less the term "consequences" means because the ability of the players to predict the outcome of events drops. </p><p></p><p>Bleh, if I had more time I would tighten up this post, I'm clearly repeating myself. Sorry about that.</p></blockquote><p></p>
[QUOTE="Kraydak, post: 4405624, member: 12306"] If the consequence of killing bad guys is spawning more powerful bad guys... there is no way to achieve anything. Those two kobolds already exist. They are skirmishers. Upgrading them is akin to saying that the PCs can't achieve anything in game unless it fits precisely with the DM's agenda. Not fun. Well... if you accept that you lost any right to talk about consequences (the consequences of founding a settlement out in the middle of nowhere, without a military, and *then* angering friendly military units... is death) then sure. Of course, once NPCs aren't bound by "consequences" then players have no way to determine what the "consequences" of their actions are... Two kobolds =/= major mess. Two kobolds = random encounter table for safe areas. If you can't face off two kobolds it is all over. So the pitiful survivors of a town that couldn't defend itself from a pair of kobolds somehow WILL survive the trek to civilization to spread the word. Ayup. There is a big difference between the world being able to defend itself against everything and the world being able to fend of weak attacks. There is a difference between population centers being able to project their power (and, say, defend outlying areas) and population centers being able to defend their town square. If the world doesn't make sense, then talking about "consequences" is meaningless. If NPCs break the rules enough, then "consequences" becomes "random event generator". Which, admittedly, is better than "killing evil guys spawns more powerful evil guys". I must say, this really sounds like you wanting to slap the players around for being barbaric in ways you didn't expect, but not wanting to admit it. That may well not be the case, but from this side of the internet it certainly sounds like it. Except that these NPCs have already been on stage. As a DM, the trick is to NOT use an infinite palette, but rather reusing the stuff you already have when possible. Two kobold strikers trying to break into a walled town to wreak vengeance (and getting cut down, probably severely injuring a townsperson) might be interesting. *That* would be setting consistent consequences that might make the party think. The fewer rules NPCs follow, the less the term "consequences" means because the ability of the players to predict the outcome of events drops. Bleh, if I had more time I would tighten up this post, I'm clearly repeating myself. Sorry about that. [/QUOTE]
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