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My PCs are horrible people!
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<blockquote data-quote="Barastrondo" data-source="post: 5867846" data-attributes="member: 3820"><p>Your experience is of course valid, but also of course far from universal.</p><p> </p><p>Last session I ran, the PCs got their hands on a wishing coin: it was a gamble to wish on it (because the results might be "good wish," "mixed blessing" or "you get your wish but also a lot of trouble with it"), but as it was explained to them, the odds were pretty good on the first wish. They could have kept that thing and wished themselves crazy.</p><p></p><p>Instead, not only did they return the coin to the NPC who'd lost it, only two of the four PCs made a wish on the coin -- and they let a beloved NPC lackey have a wish of his own. A <em>minion</em>, y'all. Not a "valuable henchman" in any adventuring sense, though he has been known to arrive in timely fashion with a clean pair of pants.</p><p></p><p>The remainder of the session involved:</p><p></p><p>1) The warden finding out that his daughter had been sleeping with her fiance, and having a talk with each of them individually</p><p></p><p>2) The rogue finding out that his family was more prosperous (he had used <em>his</em> wish to alleviate the monetary troubles of his brother), and catching back up with his own fiancee</p><p></p><p>3) The warlord taking her mercenary company back home to let them carouse, and catching up with her family -- including the prospect of setting matchmakers on her cousin</p><p></p><p>4) The warlock (yes, we have all the war-classes) receiving letters from her romantic intended, and finally learning that he returned her feelings. </p><p></p><p>I've known people who don't care about NPCs, but I game with people who would be sorely disappointed if NPCs were presented as "not real," and they were encouraged not to engage with them in any way other than expressing their ids on them. You can vent your frustrations or innermost nasty person in lots of harmless ways, but for my groups, getting together for an RPG is logistically tricky enough that it'd be a waste for us. Well-realized improvisational PC/NPC interaction is something you can <em>only</em> get from an RPG. My players won't settle for less.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5867846, member: 3820"] Your experience is of course valid, but also of course far from universal. Last session I ran, the PCs got their hands on a wishing coin: it was a gamble to wish on it (because the results might be "good wish," "mixed blessing" or "you get your wish but also a lot of trouble with it"), but as it was explained to them, the odds were pretty good on the first wish. They could have kept that thing and wished themselves crazy. Instead, not only did they return the coin to the NPC who'd lost it, only two of the four PCs made a wish on the coin -- and they let a beloved NPC lackey have a wish of his own. A [I]minion[/I], y'all. Not a "valuable henchman" in any adventuring sense, though he has been known to arrive in timely fashion with a clean pair of pants. The remainder of the session involved: 1) The warden finding out that his daughter had been sleeping with her fiance, and having a talk with each of them individually 2) The rogue finding out that his family was more prosperous (he had used [I]his[/I] wish to alleviate the monetary troubles of his brother), and catching back up with his own fiancee 3) The warlord taking her mercenary company back home to let them carouse, and catching up with her family -- including the prospect of setting matchmakers on her cousin 4) The warlock (yes, we have all the war-classes) receiving letters from her romantic intended, and finally learning that he returned her feelings. I've known people who don't care about NPCs, but I game with people who would be sorely disappointed if NPCs were presented as "not real," and they were encouraged not to engage with them in any way other than expressing their ids on them. You can vent your frustrations or innermost nasty person in lots of harmless ways, but for my groups, getting together for an RPG is logistically tricky enough that it'd be a waste for us. Well-realized improvisational PC/NPC interaction is something you can [I]only[/I] get from an RPG. My players won't settle for less. [/QUOTE]
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