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Realistic Consequences vs Gameplay
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<blockquote data-quote="hawkeyefan" data-source="post: 8008510" data-attributes="member: 6785785"><p>So, do you think that a minor NPC is typically going to have:</p><p>a) such a detailed background</p><p>b) that also relates to potential actions in the present game</p><p>c) that will effectively shut down a very possible action?</p><p></p><p>I mean, I've never been in a game where any NPC had such strong feelings about orphanages that influenced their view about an actual orphanage that the PCs wanted to burn down. This seems like an absurd example that isn't really likely to come up. </p><p></p><p>But it does offer a good example of how these kinds of details can be decided in play. Instead of the Gm deciding all this ahead of time about this relatively minor NPC, he can instead call for a roll when the PCs interact with him, and then based on the results, some relevant detail can be decided to explain the result. If one has not been determined ahead of time, then the success or failure of the PC can help shape the NPCs traits.</p><p></p><p></p><p></p><p></p><p>This seems far more reasonable, and lends itself much more to what I've just described above. All those middle examples that aren't auto succeed or auto fail, typically rolls are what's involved. So those rolls can do double duty.....let us know if the PCs succeed or fail, and also possibly the reasons why.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8008510, member: 6785785"] So, do you think that a minor NPC is typically going to have: a) such a detailed background b) that also relates to potential actions in the present game c) that will effectively shut down a very possible action? I mean, I've never been in a game where any NPC had such strong feelings about orphanages that influenced their view about an actual orphanage that the PCs wanted to burn down. This seems like an absurd example that isn't really likely to come up. But it does offer a good example of how these kinds of details can be decided in play. Instead of the Gm deciding all this ahead of time about this relatively minor NPC, he can instead call for a roll when the PCs interact with him, and then based on the results, some relevant detail can be decided to explain the result. If one has not been determined ahead of time, then the success or failure of the PC can help shape the NPCs traits. This seems far more reasonable, and lends itself much more to what I've just described above. All those middle examples that aren't auto succeed or auto fail, typically rolls are what's involved. So those rolls can do double duty.....let us know if the PCs succeed or fail, and also possibly the reasons why. [/QUOTE]
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