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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Imaculata" data-source="post: 8007826" data-attributes="member: 6801286"><p>I think a better comparison here would be to say that not every npc can be swayed to take any position or reveal any kind of information. There are limits, just as combat has limits regarding what you can do. Some monsters are immune to fire, just as some npc's are reluctant to give up certain bits of information, or to betray certain allies. In the case of the Burgomaster, he had one line that they could not cross, and they crossed it.</p><p></p><p>But this particular encounter is from Curse of Strahd, correct? I haven't played Curse of Strahd, but as I understand it it is a setting with a very different tone compared to normal D&D. The setting is more dark and dangerous, or so I've heard.</p><p></p><p>I wonder if the players were properly made aware what sort of adventure they were playing. Whenever I run a campaign with a specific setting, I make sure to inform my players during our session 0 what to expect. For example, if they'll be playing Call of Cthulhu, I tell them that fights with monsters often result in death, and that fleeing is often the better option. I also tell them that CoC campaigns often have a bad ending, resulting in death or madness of the characters. It is important that your players know what they're up for, so they can make smarter choices.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8007826, member: 6801286"] I think a better comparison here would be to say that not every npc can be swayed to take any position or reveal any kind of information. There are limits, just as combat has limits regarding what you can do. Some monsters are immune to fire, just as some npc's are reluctant to give up certain bits of information, or to betray certain allies. In the case of the Burgomaster, he had one line that they could not cross, and they crossed it. But this particular encounter is from Curse of Strahd, correct? I haven't played Curse of Strahd, but as I understand it it is a setting with a very different tone compared to normal D&D. The setting is more dark and dangerous, or so I've heard. I wonder if the players were properly made aware what sort of adventure they were playing. Whenever I run a campaign with a specific setting, I make sure to inform my players during our session 0 what to expect. For example, if they'll be playing Call of Cthulhu, I tell them that fights with monsters often result in death, and that fleeing is often the better option. I also tell them that CoC campaigns often have a bad ending, resulting in death or madness of the characters. It is important that your players know what they're up for, so they can make smarter choices. [/QUOTE]
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