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*Dungeons & Dragons
The good, bad, and ugly of the Wish spell
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<blockquote data-quote="Dausuul" data-source="post: 7311911" data-attributes="member: 58197"><p>My general thoughts on DMing a <em>wish</em>:</p><p></p><p>1. First and foremost: <strong>My goal is not to screw over the player. </strong>I don't want the <em>wish</em> to be an adversarial thing where the player and I try to out-lawyer each other, and the PC becomes unplayable if I win, and the campaign is wrecked if the player wins. That's a lose-lose situation.</p><p></p><p>2. If the player <em>wishes</em> for something reasonable - transporting the party across the world, getting rid of the "boss" for a single adventure, basically just a short cut to something that could be accomplished by mundane means - then it just happens. This is what I think of as a "little <em>wish</em>." No fuss, no muss, move on. </p><p></p><p>3. If the player <em>wishes</em> for something crazy and huge - a "big <em>wish</em>" - then I will call a break to the game, and sit down and think about how best to respond. My goal is to give the player what s/he wants, but with balancing factors that will keep it from wrecking the campaign. Ideally, the balancing factors would themselves create fun challenges.</p><p></p><p>4. When creating balancing factors for a "big <em>wish</em>," make sure that they don't screw over the other PCs. They didn't sign up for this, they shouldn't find themselves saddled with nasty consequences for someone else's <em>wish</em>. Of course, if the whole party participates in deciding what to <em>wish</em> for, and they choose something that will benefit them all, this isn't a problem.</p><p></p><p>5. If the player tries a "lawyer's <em>wish</em>," where they present me with six pages of clauses and limitations to try and hedge out any negative consequences... I will again call a break to the game, but I'll use that break to pull the player aside and point out that this is setting up the lose-lose situation described in #1. If the player insists on it, fine: If they want to try and beat the Devil, then the Devil is what they have to beat. I'll look for any loophole to exploit and use it. If I can't find one, the PC is transported to a parallel universe where the <em>wish</em> is granted in all its glory, and the rest of the party continues in this universe where that PC is gone forever. Congratulations, your PC beat the Devil and attained godhood, now make a new character.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 7311911, member: 58197"] My general thoughts on DMing a [I]wish[/I]: 1. First and foremost: [B]My goal is not to screw over the player. [/B]I don't want the [I]wish[/I] to be an adversarial thing where the player and I try to out-lawyer each other, and the PC becomes unplayable if I win, and the campaign is wrecked if the player wins. That's a lose-lose situation. 2. If the player [I]wishes[/I] for something reasonable - transporting the party across the world, getting rid of the "boss" for a single adventure, basically just a short cut to something that could be accomplished by mundane means - then it just happens. This is what I think of as a "little [I]wish[/I]." No fuss, no muss, move on. 3. If the player [I]wishes[/I] for something crazy and huge - a "big [I]wish[/I]" - then I will call a break to the game, and sit down and think about how best to respond. My goal is to give the player what s/he wants, but with balancing factors that will keep it from wrecking the campaign. Ideally, the balancing factors would themselves create fun challenges. 4. When creating balancing factors for a "big [I]wish[/I]," make sure that they don't screw over the other PCs. They didn't sign up for this, they shouldn't find themselves saddled with nasty consequences for someone else's [I]wish[/I]. Of course, if the whole party participates in deciding what to [I]wish[/I] for, and they choose something that will benefit them all, this isn't a problem. 5. If the player tries a "lawyer's [I]wish[/I]," where they present me with six pages of clauses and limitations to try and hedge out any negative consequences... I will again call a break to the game, but I'll use that break to pull the player aside and point out that this is setting up the lose-lose situation described in #1. If the player insists on it, fine: If they want to try and beat the Devil, then the Devil is what they have to beat. I'll look for any loophole to exploit and use it. If I can't find one, the PC is transported to a parallel universe where the [I]wish[/I] is granted in all its glory, and the rest of the party continues in this universe where that PC is gone forever. Congratulations, your PC beat the Devil and attained godhood, now make a new character. [/QUOTE]
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The good, bad, and ugly of the Wish spell
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