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<blockquote data-quote="LostSoul" data-source="post: 6031796" data-attributes="member: 386"><p>I am going to reply to each sentence individually for no other reason than that it will amuse me.</p><p></p><p></p><p></p><p>Yep.</p><p></p><p></p><p></p><p>That is an intriguing idea. There's some possibility there. Discovering rumours early on in the campaign would provide you with quite the bonus later on. Question: in what way do the players, through their PCs, discover rumours? It seems like it would be a pretty central point of play - I'd almost suggest (reasonably) complex rules about the placement of rumours and how they are discovered. I'm thinking something relating to risk (sages in the wild, magic divining stones guarded by undead) or some other cost (time + GP).</p><p></p><p>(The reason for the rules would be because it directly impacts the currency of the game.)</p><p></p><p></p><p></p><p>That's how I like to play these days.</p><p></p><p></p><p></p><p>That can happen. I am not a huge fan of NPC adventuring parties but I know that some are. I think they can make the campaign world a lot more dynamic. (I try to do this with regular NPCs.)</p><p></p><p></p><p></p><p>I don't follow.</p><p></p><p></p><p></p><p>I don't like where this is going...</p><p></p><p></p><p></p><p>Yep. That's the information the players have. That's what they base their decisions on. In order for them to make informed decisions, the information they have must be at least somewhat reliable.</p><p></p><p></p><p></p><p>In this specific format of play, the players make decisions about where they want to take the game. They control the pace, the level of risk they are willing to face, and (therefore) the rewards they reap. In order to make decisions they need to have information. If they can't rely on the information they have, then the decisions they make might as well be random - which is to say, they aren't decisions at all.</p><p></p><p>If they make a decision, there must be consequences to that decision - both good and bad. If the end result of making the choice to - let's say - tackle the dragon last because they want to gain some levels before facing it, and the encounter with the dragon is just as difficult as it would have been earlier, their choice (to power up first) has been taken away.</p><p></p><p>That's why you don't want to change the power level (the risk) of the dragon, why you don't want to change the loot (the rewards), and why you want to provide the players with reliable rumours.</p><p></p><p>So when the players decide that they'd like to look for a powerful magic sword, and go after that - as DM you tell them the risks they face, so they cna make a choice, and the consequences of their choice. </p><p></p><p>"So any rumours in this little town?"</p><p>"Well, this one captured goblin says that their leader has a sword that protects him from fire, is covered in frost, and emits a blue-white glow." </p><p>"The red dragon in the mountains - who has a small clergy of hot babes who worship him - comes down to the town every full moon and extorts GP and hot babes." </p><p>"The moon is waning right now, so about three weeks until the next full moon."</p><p></p><p>Then the players can decide to do whatever they feel like. "Let's take on the goblins, grab their sword, and use it to kill the ogres, then head south. I don't really feel like taking on a dragon."</p><p> </p><p></p><p></p><p>No apology necessary!</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6031796, member: 386"] I am going to reply to each sentence individually for no other reason than that it will amuse me. Yep. That is an intriguing idea. There's some possibility there. Discovering rumours early on in the campaign would provide you with quite the bonus later on. Question: in what way do the players, through their PCs, discover rumours? It seems like it would be a pretty central point of play - I'd almost suggest (reasonably) complex rules about the placement of rumours and how they are discovered. I'm thinking something relating to risk (sages in the wild, magic divining stones guarded by undead) or some other cost (time + GP). (The reason for the rules would be because it directly impacts the currency of the game.) That's how I like to play these days. That can happen. I am not a huge fan of NPC adventuring parties but I know that some are. I think they can make the campaign world a lot more dynamic. (I try to do this with regular NPCs.) I don't follow. I don't like where this is going... Yep. That's the information the players have. That's what they base their decisions on. In order for them to make informed decisions, the information they have must be at least somewhat reliable. In this specific format of play, the players make decisions about where they want to take the game. They control the pace, the level of risk they are willing to face, and (therefore) the rewards they reap. In order to make decisions they need to have information. If they can't rely on the information they have, then the decisions they make might as well be random - which is to say, they aren't decisions at all. If they make a decision, there must be consequences to that decision - both good and bad. If the end result of making the choice to - let's say - tackle the dragon last because they want to gain some levels before facing it, and the encounter with the dragon is just as difficult as it would have been earlier, their choice (to power up first) has been taken away. That's why you don't want to change the power level (the risk) of the dragon, why you don't want to change the loot (the rewards), and why you want to provide the players with reliable rumours. So when the players decide that they'd like to look for a powerful magic sword, and go after that - as DM you tell them the risks they face, so they cna make a choice, and the consequences of their choice. "So any rumours in this little town?" "Well, this one captured goblin says that their leader has a sword that protects him from fire, is covered in frost, and emits a blue-white glow." "The red dragon in the mountains - who has a small clergy of hot babes who worship him - comes down to the town every full moon and extorts GP and hot babes." "The moon is waning right now, so about three weeks until the next full moon." Then the players can decide to do whatever they feel like. "Let's take on the goblins, grab their sword, and use it to kill the ogres, then head south. I don't really feel like taking on a dragon." No apology necessary! [/QUOTE]
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