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<blockquote data-quote="Harzel" data-source="post: 7274644" data-attributes="member: 6857506"><p>Well, I guess I would say I lack enthusiasm for inventing negative consequences at this point for the PCs actions. The reason is the post hoc nature of it. IMO, for the consequences of a PC decision to be interesting, it needs to be an (at least somewhat) informed decision. If a PC has no clue that a particular decision might lead to negative consequences, I really don't think he is going to feel responsible.* If the PCs had left the villagers with a dangerous magic item without sufficient instruction, or an item that seemed beneficial but also showed signs of being cursed, or some unique treasure with ownership markings, or they had ignored clues that there were actually more hill giants than the ones that they just happened to find at home, well those are some things for which they could bear some culpability. Maybe if it had been an order of magnitude or two more coin, word would certainly have gotten out about that.</p><p></p><p>As things are, I might, despite the time lapse, bring the PCs back to experience the dilemma of the town deciding what to do with the gold rather than moving ahead right away to the outcome. That way, they get to see that there is a problem and hear about tradeoffs and decide what, if anything, to do about it. And they will bear some responsibility.</p><p></p><p>The scenarios about someone absconding with the loot either through fraud or theft are ok plot hooks, but I wouldn't view those as meaningful 'consequences' of the PCs' generosity.</p><p></p><p>It's late; maybe I'll have more ideas tomorrow.</p><p></p><p>* A different standard than I might have in RL, but I think the PCs (via the players) have much poorer access to their fictional world than we have to ours in RL.</p></blockquote><p></p>
[QUOTE="Harzel, post: 7274644, member: 6857506"] Well, I guess I would say I lack enthusiasm for inventing negative consequences at this point for the PCs actions. The reason is the post hoc nature of it. IMO, for the consequences of a PC decision to be interesting, it needs to be an (at least somewhat) informed decision. If a PC has no clue that a particular decision might lead to negative consequences, I really don't think he is going to feel responsible.* If the PCs had left the villagers with a dangerous magic item without sufficient instruction, or an item that seemed beneficial but also showed signs of being cursed, or some unique treasure with ownership markings, or they had ignored clues that there were actually more hill giants than the ones that they just happened to find at home, well those are some things for which they could bear some culpability. Maybe if it had been an order of magnitude or two more coin, word would certainly have gotten out about that. As things are, I might, despite the time lapse, bring the PCs back to experience the dilemma of the town deciding what to do with the gold rather than moving ahead right away to the outcome. That way, they get to see that there is a problem and hear about tradeoffs and decide what, if anything, to do about it. And they will bear some responsibility. The scenarios about someone absconding with the loot either through fraud or theft are ok plot hooks, but I wouldn't view those as meaningful 'consequences' of the PCs' generosity. It's late; maybe I'll have more ideas tomorrow. * A different standard than I might have in RL, but I think the PCs (via the players) have much poorer access to their fictional world than we have to ours in RL. [/QUOTE]
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