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*TTRPGs General
Telling players about the consequences of PC actions
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<blockquote data-quote="LostSoul" data-source="post: 4783268" data-attributes="member: 386"><p>Quick question:</p><p></p><p>Trying to run a sandbox game.</p><p></p><p>Should I tell the players what the consequences of their actions will be?</p><p></p><p>[sblock=The Situation]The King's Road is being plagued by bandits. It seems like they know when and where merchants are going to be!</p><p></p><p>The PCs successfully figured out who was tipping off the bandits - the cooper Nolor whose brother's farm was raided by kobolds (and the old Lord Padraig did nothing about it, that douche). His brother joined the bandits and through social pressure ("If you don't give them info they'll kill me") Nolor started tipping them off.</p><p></p><p>The PCs turned things around; they ambushed the bandits. But one of them escaped. He (is going to) run back home and tell his bosses about the PC's ambush.</p><p></p><p>The bandits are going to try and figure out who tipped the PCs off. This will lead to some investigation in Winterhaven (the PC's home town) and they'll figure it out. Nolor will be killed in retaliation.[/sblock]</p><p></p><p>I don't really care if the players know and act on things the PCs don't. I am focusing on challenging players, not PCs. This whole "sandbox" thing is pretty new to me, and I think the players as well, so I'm not sure if - at this time - I shouldn't make the consequences of their actions obvious.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4783268, member: 386"] Quick question: Trying to run a sandbox game. Should I tell the players what the consequences of their actions will be? [sblock=The Situation]The King's Road is being plagued by bandits. It seems like they know when and where merchants are going to be! The PCs successfully figured out who was tipping off the bandits - the cooper Nolor whose brother's farm was raided by kobolds (and the old Lord Padraig did nothing about it, that douche). His brother joined the bandits and through social pressure ("If you don't give them info they'll kill me") Nolor started tipping them off. The PCs turned things around; they ambushed the bandits. But one of them escaped. He (is going to) run back home and tell his bosses about the PC's ambush. The bandits are going to try and figure out who tipped the PCs off. This will lead to some investigation in Winterhaven (the PC's home town) and they'll figure it out. Nolor will be killed in retaliation.[/sblock] I don't really care if the players know and act on things the PCs don't. I am focusing on challenging players, not PCs. This whole "sandbox" thing is pretty new to me, and I think the players as well, so I'm not sure if - at this time - I shouldn't make the consequences of their actions obvious. [/QUOTE]
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Telling players about the consequences of PC actions
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