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<blockquote data-quote="Necropolitan" data-source="post: 9525282" data-attributes="member: 6669245"><p>Consequences for PC behavior should flow naturally from their choices.</p><p></p><p>An adventure offering them the chance for godhood and then going "HAHAHA it was actually cursed AND the power will fade AND everyone hates you!" without any foreshadowing is worse than one that didn't offer that chance at all.</p><p></p><p>It's only a meaningful temptation if there's an actual reason to believe what's being offered is real and it being a trap retroactively ruins any significance the choice could have.</p><p></p><p>I hate it when adventure writers are so obsessed with enforcing what they think if the "correct" way to play the adventure that they go out of their way to set up traps for PCs who play differently.</p><p></p><p>It's an adventure for 20th level PCs, why shouldn't divinity be up for grabs?</p></blockquote><p></p>
[QUOTE="Necropolitan, post: 9525282, member: 6669245"] Consequences for PC behavior should flow naturally from their choices. An adventure offering them the chance for godhood and then going "HAHAHA it was actually cursed AND the power will fade AND everyone hates you!" without any foreshadowing is worse than one that didn't offer that chance at all. It's only a meaningful temptation if there's an actual reason to believe what's being offered is real and it being a trap retroactively ruins any significance the choice could have. I hate it when adventure writers are so obsessed with enforcing what they think if the "correct" way to play the adventure that they go out of their way to set up traps for PCs who play differently. It's an adventure for 20th level PCs, why shouldn't divinity be up for grabs? [/QUOTE]
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