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*Pathfinder & Starfinder
The DM Giveth and the DM Taketh Away
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<blockquote data-quote="Riastlin" data-source="post: 5601372" data-attributes="member: 94022"><p>So reading today's edition of the DM Experience by Chris Perkins (which unfortunately I cannot link to from here but which can be found on the front page of WotC's D&D site), I got to thinking. Chris advocates, with the right group, not only giving fun toys to the PCs but also taking them away (albeit with the chance for recovery most of the time). The example he uses certainly showed how this sort of thing can make a campaign much more interesting, but I can't help but see the potential risks as well.</p><p> </p><p>For reference, in Chris' example, one of the players spent a considerable amount of time (and party gold) buying and upgrading a ship -- which then blew up and sunk to the bottom of the bay. The PC in question then literally struck a deal with a devil to get the ship back and the ship came back as a much more demonic version of its former self. </p><p> </p><p>So my question to the DM's out there is: Have you done this sort of thing in your game and if so would you do it again. If not, is this something you'd consider.</p><p> </p><p>To the players: How would you handle it if the DM did this in your game?</p><p> </p><p>Before answering, I would assume that the DM should provide the ability for some sort of redress later in the campaign. Whether it be rebuilding the ship, finding a new one, striking a deal with the devil, etc. I would assume that its not a simple matter of "Your ship is gone. What do you want to do now?" At the same time, its also not a "You wake up in a cold sell with all of your equipment gone" where the players are likely to suspect that they'll find it on their captors pretty shortly.</p><p> </p><p>For myself, I must admit that as a DM, I am intrigued by the potential story development that could arise from this sort of thing but fear that it would be equally likely to lead to a revolt. As a player, I would be really worried if I did not really trust the DM to provide an enjoyable experience.</p><p> </p><p>Obviously trust is the key ingredient here, without it, the "plan" is doomed to fail. Even with a fair amount of trust though this would likely be a tough pill to swallow.</p><p> </p><p>Anyhoo, curious to hear everyone's thoughts on the matter.</p></blockquote><p></p>
[QUOTE="Riastlin, post: 5601372, member: 94022"] So reading today's edition of the DM Experience by Chris Perkins (which unfortunately I cannot link to from here but which can be found on the front page of WotC's D&D site), I got to thinking. Chris advocates, with the right group, not only giving fun toys to the PCs but also taking them away (albeit with the chance for recovery most of the time). The example he uses certainly showed how this sort of thing can make a campaign much more interesting, but I can't help but see the potential risks as well. For reference, in Chris' example, one of the players spent a considerable amount of time (and party gold) buying and upgrading a ship -- which then blew up and sunk to the bottom of the bay. The PC in question then literally struck a deal with a devil to get the ship back and the ship came back as a much more demonic version of its former self. So my question to the DM's out there is: Have you done this sort of thing in your game and if so would you do it again. If not, is this something you'd consider. To the players: How would you handle it if the DM did this in your game? Before answering, I would assume that the DM should provide the ability for some sort of redress later in the campaign. Whether it be rebuilding the ship, finding a new one, striking a deal with the devil, etc. I would assume that its not a simple matter of "Your ship is gone. What do you want to do now?" At the same time, its also not a "You wake up in a cold sell with all of your equipment gone" where the players are likely to suspect that they'll find it on their captors pretty shortly. For myself, I must admit that as a DM, I am intrigued by the potential story development that could arise from this sort of thing but fear that it would be equally likely to lead to a revolt. As a player, I would be really worried if I did not really trust the DM to provide an enjoyable experience. Obviously trust is the key ingredient here, without it, the "plan" is doomed to fail. Even with a fair amount of trust though this would likely be a tough pill to swallow. Anyhoo, curious to hear everyone's thoughts on the matter. [/QUOTE]
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The DM Giveth and the DM Taketh Away
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