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<blockquote data-quote="Jürgen Hubert" data-source="post: 4493682" data-attributes="member: 7177"><p>...</p><p></p><p>Wow. That's harsh. I don't think that would have happened in <em>any</em> group I've ever played with.</p><p></p><p>Is this kind of approach really that common in D&D? Killing other adventurers in cold blood for their stuff?</p><p></p><p></p><p></p><p></p><p>Why should the militia know about this, as long as they take some care to conceal their crime? Militias, to me, don't really strike me as the kind of people who will use divination spells on any group of adventurers nearby just in case they attack other adventuring groups.</p><p></p><p>No. The milita might <em>ask</em> about the other adventurers, but let them take the lies of the party at face value for a time (if they choose to lie, but any party who is willing to make a sneak attack on other adventurers strikes me as a bunch of weasels). Let them think that they have gotten away with it all.</p><p></p><p>Then, in subsequent adventures, I'd give them further opportunities to follow the path of Evil. Let them lie, cheat, murder, and get away with it all and get their spoils. Let them mock the stupidity of the authorities. But show them the consequences of their actions - bereaved families, increased poverty, and other effects which you would expect when a bunch of adventurers go around lying to, stealing from, and murdering good people.</p><p></p><p>But at some point, the authorities are going to become suspicious. And eventually, it is likely that their net of lies will become so convoluted that it will come crashing down. And when the full measure of their deeds becomes known, they will become the most reviled people in the country. Children scream and hide when they see the party. The streets empty themselves before them. Bards will sing about their villainous deeds. In fact, they will be blamed for deeds they didn't even commit, and blame them for all sorts of massacres, plagues, and murders even if they were nowhere nearby at the time. The mightiest heroes of the country will want to hunt them down.</p><p></p><p></p><p>If the party is able to fight all this off, then civilization will start to crumble. Their activities have wrecked the economy, reducing most people to barter. Their gold will become worthless, as no one remains who is able to sell them the stuff they want. Monsters begin to overrun the land, as the authorities are too weakened to stop them. Demons will start offering their <em>assistance</em> to them, claiming that they are "their lord's favorite servants".</p><p></p><p>Eventually, in another old, crumbling dungeon, they will find an ancient prophecy chiseled into a wall about the "Harbingers of Doom" who will destroy human civilization. As they read the prophecy, and it is very obvious that the prophecy refers to them and their deeds. And with this, the campaign ends.</p><p></p><p></p><p>And hopefully, the players will have learned something with this. If not, then maybe it's time to change the gaming group.</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 4493682, member: 7177"] ... Wow. That's harsh. I don't think that would have happened in [i]any[/i] group I've ever played with. Is this kind of approach really that common in D&D? Killing other adventurers in cold blood for their stuff? Why should the militia know about this, as long as they take some care to conceal their crime? Militias, to me, don't really strike me as the kind of people who will use divination spells on any group of adventurers nearby just in case they attack other adventuring groups. No. The milita might [i]ask[/i] about the other adventurers, but let them take the lies of the party at face value for a time (if they choose to lie, but any party who is willing to make a sneak attack on other adventurers strikes me as a bunch of weasels). Let them think that they have gotten away with it all. Then, in subsequent adventures, I'd give them further opportunities to follow the path of Evil. Let them lie, cheat, murder, and get away with it all and get their spoils. Let them mock the stupidity of the authorities. But show them the consequences of their actions - bereaved families, increased poverty, and other effects which you would expect when a bunch of adventurers go around lying to, stealing from, and murdering good people. But at some point, the authorities are going to become suspicious. And eventually, it is likely that their net of lies will become so convoluted that it will come crashing down. And when the full measure of their deeds becomes known, they will become the most reviled people in the country. Children scream and hide when they see the party. The streets empty themselves before them. Bards will sing about their villainous deeds. In fact, they will be blamed for deeds they didn't even commit, and blame them for all sorts of massacres, plagues, and murders even if they were nowhere nearby at the time. The mightiest heroes of the country will want to hunt them down. If the party is able to fight all this off, then civilization will start to crumble. Their activities have wrecked the economy, reducing most people to barter. Their gold will become worthless, as no one remains who is able to sell them the stuff they want. Monsters begin to overrun the land, as the authorities are too weakened to stop them. Demons will start offering their [i]assistance[/i] to them, claiming that they are "their lord's favorite servants". Eventually, in another old, crumbling dungeon, they will find an ancient prophecy chiseled into a wall about the "Harbingers of Doom" who will destroy human civilization. As they read the prophecy, and it is very obvious that the prophecy refers to them and their deeds. And with this, the campaign ends. And hopefully, the players will have learned something with this. If not, then maybe it's time to change the gaming group. [/QUOTE]
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