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<blockquote data-quote="prosfilaes" data-source="post: 5696807" data-attributes="member: 40166"><p>I was pondering a hypothetical new campaign, where the PCs would be exploring a strange new magical island. Due to the nature of the world, there'd be no Heward's Handy Haversacks or Portable Holes, so they have to find someplace to store their treasure; either in the hands at someone in the port city (where such caches have been known to disappear on a civilization bound ship with keepers who were satisfied with being merely rich for the rest of their lives) or leave it secreted somewhere in the wild. </p><p></p><p>And then what? Anything you do here as DM can be unfair and unfun, except for the boring leaving it alone. If you steal it, the players may rightly feel that it was arbitrary and there was nothing to do about it. Making a set of rules and letting the players see the rolls might help. Would most players be okay with the "hunt down the thieves" adventure and inevitable continuing lack of certainty? What if the players get paranoid about security to the point it interferes with the game?</p><p></p><p>It's a lot like a number of evil DM situations. I read one here on ENWorld, about a little girl at home base getting turned into a vampire. I said, "they should have known better" and then paused; they should have known better than what, have any close relation with any low-level character, lest the DM do bad things to that NPC?</p><p></p><p>When there's someone or something left at home base, how do you handle the potential kidnapping, murder, envampiring, or theft in a way that is realistic and fun for everyone?</p></blockquote><p></p>
[QUOTE="prosfilaes, post: 5696807, member: 40166"] I was pondering a hypothetical new campaign, where the PCs would be exploring a strange new magical island. Due to the nature of the world, there'd be no Heward's Handy Haversacks or Portable Holes, so they have to find someplace to store their treasure; either in the hands at someone in the port city (where such caches have been known to disappear on a civilization bound ship with keepers who were satisfied with being merely rich for the rest of their lives) or leave it secreted somewhere in the wild. And then what? Anything you do here as DM can be unfair and unfun, except for the boring leaving it alone. If you steal it, the players may rightly feel that it was arbitrary and there was nothing to do about it. Making a set of rules and letting the players see the rolls might help. Would most players be okay with the "hunt down the thieves" adventure and inevitable continuing lack of certainty? What if the players get paranoid about security to the point it interferes with the game? It's a lot like a number of evil DM situations. I read one here on ENWorld, about a little girl at home base getting turned into a vampire. I said, "they should have known better" and then paused; they should have known better than what, have any close relation with any low-level character, lest the DM do bad things to that NPC? When there's someone or something left at home base, how do you handle the potential kidnapping, murder, envampiring, or theft in a way that is realistic and fun for everyone? [/QUOTE]
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