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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="MGibster" data-source="post: 8002509" data-attributes="member: 4534"><p>I'm of the mind that consequences in game should logically follow whatever action the PCs took. It doesn't really matter if the action is something the DM doesn't think is a good idea. I find that PCs frequently make decisions I never considered, and a lot of time those actions lead to delightful or interesting results. I'm fine with unexpected actions provided they make sense within the context of the game itself even if the results are negative. </p><p></p><p>Example: I was running Hell on Earth (post-apocalyptic nuclear wasteland), and the PCs were working for a city called Junk Town. JT sent the PCs to recover the nuclear football of the former president as their city was soon to be at war with a mutant army from the west and a robot army to the east. They succeeded in recovering the football but one of the PCs decided JT was just as bad as the mutants and robots and decided to destroy it. There was a struggle that involved several grenades being thrown at the PCs but finally the saboteur was killed but in the process the football was damaged. I decided right then and there that JT was going to lose the war because they really needed that nuclear device to win. </p><p></p><p>The PC's actions were completely unexpected but made sense within the context of the game. And the ramifications of his actions weren't realized until the very last session after the PCs broke off from the main battle to pursue their own mission, which they succeeded at, so the campaign really wasn't disrupted at all. It just led to a bitter sweet ending.</p></blockquote><p></p>
[QUOTE="MGibster, post: 8002509, member: 4534"] I'm of the mind that consequences in game should logically follow whatever action the PCs took. It doesn't really matter if the action is something the DM doesn't think is a good idea. I find that PCs frequently make decisions I never considered, and a lot of time those actions lead to delightful or interesting results. I'm fine with unexpected actions provided they make sense within the context of the game itself even if the results are negative. Example: I was running Hell on Earth (post-apocalyptic nuclear wasteland), and the PCs were working for a city called Junk Town. JT sent the PCs to recover the nuclear football of the former president as their city was soon to be at war with a mutant army from the west and a robot army to the east. They succeeded in recovering the football but one of the PCs decided JT was just as bad as the mutants and robots and decided to destroy it. There was a struggle that involved several grenades being thrown at the PCs but finally the saboteur was killed but in the process the football was damaged. I decided right then and there that JT was going to lose the war because they really needed that nuclear device to win. The PC's actions were completely unexpected but made sense within the context of the game. And the ramifications of his actions weren't realized until the very last session after the PCs broke off from the main battle to pursue their own mission, which they succeeded at, so the campaign really wasn't disrupted at all. It just led to a bitter sweet ending. [/QUOTE]
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