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PCs and the gimmie gimmie's
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<blockquote data-quote="Hussar" data-source="post: 5502858" data-attributes="member: 22779"><p>^ wut he sed. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Honestly, this is a golden opportunity for you as a DM. The player is invested enough in the setting that he actually wants to ground his character IN the setting. He doesn't want to aimlessly wander around looting stuff but actually wants to engage the setting. For God's sake, don't discourage that.</p><p></p><p>Saev's ideas are pretty spot on. If you need inspiration, the Paizo AP, Savage Tide Adventure Path has a module that talks about how the party can improve their home base town (mostly to defend against an incoming attack) but also lots of ideas on how to make that town come to life.</p><p></p><p>Here you have the opportunty to have:</p><p></p><p>1. Recurring NPC's that actually matter.</p><p>2. A way to feed setting information to the party easily.</p><p>3. An easy way to replace fallen PC's if needed.</p><p>4. Very quick and easy adventure hooks.</p><p></p><p>Roll with it. Get the other players on board with the idea. Let them take parts of the town to work with too. The fighter types can work with the militia, the cleric and paladins with the churchy types, the woodsy folk can deal with the farmers and whatnot outside the town.</p><p></p><p>Dude, this player just handed you an entire campign on a platter. Don't worry about all the accounting. Totally not important. If it really bothers you, say that the PC draws 1500 gp a year in taxes over and above what gets spent on improving the town. Done.</p><p></p><p>If everyone else just wants to go delving into dungeons, well, the dungeons can come to the town just as easily. A two week ride around town gives you LOTS of space to play with. Everyone's happy.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5502858, member: 22779"] ^ wut he sed. :D Honestly, this is a golden opportunity for you as a DM. The player is invested enough in the setting that he actually wants to ground his character IN the setting. He doesn't want to aimlessly wander around looting stuff but actually wants to engage the setting. For God's sake, don't discourage that. Saev's ideas are pretty spot on. If you need inspiration, the Paizo AP, Savage Tide Adventure Path has a module that talks about how the party can improve their home base town (mostly to defend against an incoming attack) but also lots of ideas on how to make that town come to life. Here you have the opportunty to have: 1. Recurring NPC's that actually matter. 2. A way to feed setting information to the party easily. 3. An easy way to replace fallen PC's if needed. 4. Very quick and easy adventure hooks. Roll with it. Get the other players on board with the idea. Let them take parts of the town to work with too. The fighter types can work with the militia, the cleric and paladins with the churchy types, the woodsy folk can deal with the farmers and whatnot outside the town. Dude, this player just handed you an entire campign on a platter. Don't worry about all the accounting. Totally not important. If it really bothers you, say that the PC draws 1500 gp a year in taxes over and above what gets spent on improving the town. Done. If everyone else just wants to go delving into dungeons, well, the dungeons can come to the town just as easily. A two week ride around town gives you LOTS of space to play with. Everyone's happy. [/QUOTE]
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