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My PCs are horrible people!
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<blockquote data-quote="Mallus" data-source="post: 5870150" data-attributes="member: 3887"><p>So then don't give them the bruising. You're in control of the entire world outside of the PCs, so it's your decision to make. </p><p></p><p>Or, if the campaign's tone has become unacceptable to you, ask your players to change, or, if they're unwilling to, graciously fold the campaign. </p><p></p><p>Let me say this as plainly as possible: this problem has nothing to with in-game consequences, logical or otherwise. The only real choices here are #1, do you want to keep running the campaign and #2 are the players willing to alter how they're playing. </p><p></p><p></p><p>Didn't you just say the players aren't going to enjoy the consequences you have planned for them, and have previously indicated they're been enjoying their dastardly hijinks so far?</p><p></p><p>So theorizing about the nature of and satisfaction inherent in accomplishment doesn't apply here. Your players aren't going to feel pleasurable accomplishment, they're going to get mad. </p><p></p><p></p><p>Honestly, no, you don't. Not in-game, at least. Or if you mitigate your responses so that they intrigue your players, rather than just tick them off. </p><p></p><p>Your campaign world is about to experience a zombie-based apocalyptic scenario, right? Your concern is that the PCs have made too many enemies and therefore won't be able to survive in the new environment (question: is this a total surprise or do the characters know it's coming?).</p><p></p><p>The way to make this both reasonable <em>and</em> playable is to wait until the PCs are fairly competent/powerful before loosing the zombie hordes -- that way, even though their hated, they're also valuable. I can see plenty of great role-playing opportunities arising from having to work with the people they causally mistreated (even if they keep causally mistreating them).</p><p></p><p></p><p>I like the way you think! </p><p> </p><p></p><p>Right. It's who's on the receiving end. </p><p></p><p></p><p>It can be strangely soothing to have your worst fears about human nature confirmed!</p></blockquote><p></p>
[QUOTE="Mallus, post: 5870150, member: 3887"] So then don't give them the bruising. You're in control of the entire world outside of the PCs, so it's your decision to make. Or, if the campaign's tone has become unacceptable to you, ask your players to change, or, if they're unwilling to, graciously fold the campaign. Let me say this as plainly as possible: this problem has nothing to with in-game consequences, logical or otherwise. The only real choices here are #1, do you want to keep running the campaign and #2 are the players willing to alter how they're playing. Didn't you just say the players aren't going to enjoy the consequences you have planned for them, and have previously indicated they're been enjoying their dastardly hijinks so far? So theorizing about the nature of and satisfaction inherent in accomplishment doesn't apply here. Your players aren't going to feel pleasurable accomplishment, they're going to get mad. Honestly, no, you don't. Not in-game, at least. Or if you mitigate your responses so that they intrigue your players, rather than just tick them off. Your campaign world is about to experience a zombie-based apocalyptic scenario, right? Your concern is that the PCs have made too many enemies and therefore won't be able to survive in the new environment (question: is this a total surprise or do the characters know it's coming?). The way to make this both reasonable [i]and[/i] playable is to wait until the PCs are fairly competent/powerful before loosing the zombie hordes -- that way, even though their hated, they're also valuable. I can see plenty of great role-playing opportunities arising from having to work with the people they causally mistreated (even if they keep causally mistreating them). I like the way you think! Right. It's who's on the receiving end. It can be strangely soothing to have your worst fears about human nature confirmed! [/QUOTE]
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