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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Lanefan" data-source="post: 8006781" data-attributes="member: 29398"><p>Yes. It has to stay in character.</p><p></p><p>One of the best was a situation early in my current campaign where the party had decided to sell some captured prisoners into slavery (one PC had 'slaver' as her past profession, so there was a certain line of logic there) except two PCs plotted to turn the rest in to the authorities as slavers (slavery is technically illegal where they were).</p><p></p><p>The local guards are quite open to bribery, so it ended up as a quiet bidding war between the snitch PCs (to arrest the slaver PCs) and the slaver PCs (to get the cops to turn a blind eye); and a lot of town guards got wealthy that night.</p><p></p><p>It finally ended when the slaver PCs tracked down the snitches, neutralized them, tied them up, and left a quiet note with their slaver contacts about a little gift they could find in location X - the two snitch PCs ended up as slaves.</p><p></p><p>Best part: this all took twice as long to play through as it probably should have because everyone at the table kept breaking out in gales of laughter! And this was all entirely player-driven - all I had to do was referee, and play the role of a bunch of increasingly-happy town guards. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>(in case anyone's wondering, the party then went on to bust up the whole slaving operation [this was a variant of 1e's A-series modules] and in fact much later ended up rescuing one of the two 'snitch' PCs; the other was already known to have lucked into a pretty cushy slave gig as tutor to some rich guy's kids)</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8006781, member: 29398"] Yes. It has to stay in character. One of the best was a situation early in my current campaign where the party had decided to sell some captured prisoners into slavery (one PC had 'slaver' as her past profession, so there was a certain line of logic there) except two PCs plotted to turn the rest in to the authorities as slavers (slavery is technically illegal where they were). The local guards are quite open to bribery, so it ended up as a quiet bidding war between the snitch PCs (to arrest the slaver PCs) and the slaver PCs (to get the cops to turn a blind eye); and a lot of town guards got wealthy that night. It finally ended when the slaver PCs tracked down the snitches, neutralized them, tied them up, and left a quiet note with their slaver contacts about a little gift they could find in location X - the two snitch PCs ended up as slaves. Best part: this all took twice as long to play through as it probably should have because everyone at the table kept breaking out in gales of laughter! And this was all entirely player-driven - all I had to do was referee, and play the role of a bunch of increasingly-happy town guards. :) (in case anyone's wondering, the party then went on to bust up the whole slaving operation [this was a variant of 1e's A-series modules] and in fact much later ended up rescuing one of the two 'snitch' PCs; the other was already known to have lucked into a pretty cushy slave gig as tutor to some rich guy's kids) [/QUOTE]
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