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<blockquote data-quote="FormerlyHemlock" data-source="post: 6696375" data-attributes="member: 6787650"><p>Oh, you are nicer than I am. At least your PCs know they did some good with their choice. I set mine up to (potentially) destroy important things for no particularly good long-term reason and they often take the bait. I do it by throwing them into situations where they only have partial information and then requiring them to make big decisions. Especially ones that balance short-term munchkin instincts against long-term strategic instincts, like "The friendly allied NPCs loaned me this powerful magic item for a specific purpose which now looks impossible to accomplish. Should I give it back or keep it?" </p><p></p><p>For example, they got their hands on a spelljamming ship, and after zooming around in space and fighting neogi space pirates, they got boarded by an IEN (Imperial Elvish Navy) vessel who expressed some surprise that they had already developed spelljamming technology and wanted to know if they were official government represents authorized to end "the Interdict." When the elves found out they had not built their own spelljamming ship but rather stolen it from neogis, the next question was, "This is highly irregular, but... do you wish to retain spelljamming capability? If so, sign this document stating that you are authorized representatives of the government of [the planet]."</p><p></p><p>The PCs had a big argument amongst themselves as to whether to sign or not, especially since they didn't fully understand the consequences of either option and didn't really want to ask for fear the elves would take away their ship. Ultimately they signed. And that decision is causing them lots of pain, because now their planet can be freely colonized by the spacegoing powers with no objection by the IEN, and their homeland isn't really in a position to fight them off.</p><p></p><p>Nice Job Breaking It, Hero. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>From a Doylist perspective this is actually fine because it ensures that the PCs always have plenty of monsters to slay and foes to fight, lots of dramatic conflict and therefore fun gameplay. But it amuses me to occasionally rub their faces in the fact that, for example, "If it weren't for [the PCs], King Andruin might still be alive and the capital wouldn't be overrun by vampire hobgoblins, only regular hobgoblins."</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6696375, member: 6787650"] Oh, you are nicer than I am. At least your PCs know they did some good with their choice. I set mine up to (potentially) destroy important things for no particularly good long-term reason and they often take the bait. I do it by throwing them into situations where they only have partial information and then requiring them to make big decisions. Especially ones that balance short-term munchkin instincts against long-term strategic instincts, like "The friendly allied NPCs loaned me this powerful magic item for a specific purpose which now looks impossible to accomplish. Should I give it back or keep it?" For example, they got their hands on a spelljamming ship, and after zooming around in space and fighting neogi space pirates, they got boarded by an IEN (Imperial Elvish Navy) vessel who expressed some surprise that they had already developed spelljamming technology and wanted to know if they were official government represents authorized to end "the Interdict." When the elves found out they had not built their own spelljamming ship but rather stolen it from neogis, the next question was, "This is highly irregular, but... do you wish to retain spelljamming capability? If so, sign this document stating that you are authorized representatives of the government of [the planet]." The PCs had a big argument amongst themselves as to whether to sign or not, especially since they didn't fully understand the consequences of either option and didn't really want to ask for fear the elves would take away their ship. Ultimately they signed. And that decision is causing them lots of pain, because now their planet can be freely colonized by the spacegoing powers with no objection by the IEN, and their homeland isn't really in a position to fight them off. Nice Job Breaking It, Hero. :) From a Doylist perspective this is actually fine because it ensures that the PCs always have plenty of monsters to slay and foes to fight, lots of dramatic conflict and therefore fun gameplay. But it amuses me to occasionally rub their faces in the fact that, for example, "If it weren't for [the PCs], King Andruin might still be alive and the capital wouldn't be overrun by vampire hobgoblins, only regular hobgoblins." [/QUOTE]
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