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Realistic Consequences vs Gameplay
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<blockquote data-quote="Fanaelialae" data-source="post: 8008656" data-attributes="member: 53980"><p>I disagree that it's a problem when used with discretion. </p><p></p><p>Let's use the baron as an example. This is a character who isn't central to the campaign. The players could hypothetically play through the module successfully without ever even meeting the baron (to the best of my knowledge). Within that context, I don't think there's anything wrong with him having an auto-failure trigger, particularly as long as it is telegraphed (as it is likely to be in this scenario). Despite ruling a town, he's a minor and relatively unimportant NPC.</p><p></p><p>This is where the comparison with PCs falls apart I think. Yes, you wouldn't want a PC in your game like that. But there's a big difference between an NPC who appears frequently in your game and one who is likely to be a one-off. The former is in some ways comparable to a PC, while the latter really isn't. </p><p></p><p>Don't get me wrong, you wouldn't want to do this with a majority of characters. Nor should it typically be a trait of important or recurring NPCs. You certainly wouldn't want a game like [USER=7016699]@prabe[/USER] mentioned playing in, where all the NPCs behaved this way (I'm sorry, that sounds like it was an awful experience).</p><p></p><p>I don't see it as being much different from having an ancient red dragon who will attack if she catches the PCs trying to steal anything from her hoard. Is there anyone who considers that unfair? Does it become unfair if the PCs have a klepto rogue in the party? To me, it would seem strange and un-dragon-like for an evil and greedy dragon to be merciful towards thieves. Now certainly, I'm open to the possibility that the dragon doesn't attack but rather uses other measures to punish the thieves. However, I don't see attacking as being out of line either. Forgive-and-forget is not really an option though.</p><p></p><p>I think, like many things, it has a place in the game when used with consideration and moderation.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8008656, member: 53980"] I disagree that it's a problem when used with discretion. Let's use the baron as an example. This is a character who isn't central to the campaign. The players could hypothetically play through the module successfully without ever even meeting the baron (to the best of my knowledge). Within that context, I don't think there's anything wrong with him having an auto-failure trigger, particularly as long as it is telegraphed (as it is likely to be in this scenario). Despite ruling a town, he's a minor and relatively unimportant NPC. This is where the comparison with PCs falls apart I think. Yes, you wouldn't want a PC in your game like that. But there's a big difference between an NPC who appears frequently in your game and one who is likely to be a one-off. The former is in some ways comparable to a PC, while the latter really isn't. Don't get me wrong, you wouldn't want to do this with a majority of characters. Nor should it typically be a trait of important or recurring NPCs. You certainly wouldn't want a game like [USER=7016699]@prabe[/USER] mentioned playing in, where all the NPCs behaved this way (I'm sorry, that sounds like it was an awful experience). I don't see it as being much different from having an ancient red dragon who will attack if she catches the PCs trying to steal anything from her hoard. Is there anyone who considers that unfair? Does it become unfair if the PCs have a klepto rogue in the party? To me, it would seem strange and un-dragon-like for an evil and greedy dragon to be merciful towards thieves. Now certainly, I'm open to the possibility that the dragon doesn't attack but rather uses other measures to punish the thieves. However, I don't see attacking as being out of line either. Forgive-and-forget is not really an option though. I think, like many things, it has a place in the game when used with consideration and moderation. [/QUOTE]
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