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<blockquote data-quote="Kraydak" data-source="post: 3851635" data-attributes="member: 12306"><p>For what its worth, I'm a strong proponent of including the following into the game's social contract:</p><p></p><p>1)NPCs won't pay the PCs what they are worth and won't shower them with gifts. In exchange, the DM won't ask why the PCs aren't paying a cent in upkeep and luxuries. Also, only the most extreme of legal issues will matter. The above becomes valid as PCs gain a few levels. The costs are assumed to be a wash.</p><p></p><p>This avoids a whole raft of issues and keeps the players focused on adventuring for loot as opposed to (RL boring for the DM at least) wallowing in luxury.</p><p></p><p>2)NPCs won't ambush the PCs in town at maximum effectiveness and the players don't need to spend half of game time designing elaborate defenses. The effects are assumed to be a wash.</p><p></p><p>This keeps the game flowing and allows for NPC amushes to be something other than either irrelevant or TPKs (which is what happens when the defenses get "hard" enough). It also promotes PC/NPC interactions, as opposed to hiding out in underground lairs only accessible through teleports, creeping forth only under the cover of anti-scrying spells.</p></blockquote><p></p>
[QUOTE="Kraydak, post: 3851635, member: 12306"] For what its worth, I'm a strong proponent of including the following into the game's social contract: 1)NPCs won't pay the PCs what they are worth and won't shower them with gifts. In exchange, the DM won't ask why the PCs aren't paying a cent in upkeep and luxuries. Also, only the most extreme of legal issues will matter. The above becomes valid as PCs gain a few levels. The costs are assumed to be a wash. This avoids a whole raft of issues and keeps the players focused on adventuring for loot as opposed to (RL boring for the DM at least) wallowing in luxury. 2)NPCs won't ambush the PCs in town at maximum effectiveness and the players don't need to spend half of game time designing elaborate defenses. The effects are assumed to be a wash. This keeps the game flowing and allows for NPC amushes to be something other than either irrelevant or TPKs (which is what happens when the defenses get "hard" enough). It also promotes PC/NPC interactions, as opposed to hiding out in underground lairs only accessible through teleports, creeping forth only under the cover of anti-scrying spells. [/QUOTE]
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