frankthedm
First Post
Depends who, what and where the players are.
And we know the players in this campaign aren't like that because?Rarely did I read Conan where he wasn't in direct conflict with the local inhabitants. Rarely did I read Fafrd and the Grey Mouser where they weren't in direct conflict with the local inhabitants. In point of fact, the characters you site were often as not treated as criminals and rogues. Conan in particular is often in direct cultural conflict with 'civilized' people who find his barbarian sword swinging behavior uncouth and intimidating.
I very much disagree. In context, whenever I start talking about 'the real world'...This would turn into an argument over who knows modern global culture the best, and it really isn't even relevant. As I said, when I refer to 'the real world', modernity isn't really even in my thoughts.
What if it's the cleric of Tempus or another war god? Yeah, the situation can vary tremendously. But you get the meat of what I'm saying so don't dance around it.Or clerics. Or Paladins. Possibly even Barbarians. I seriously doubt that Clerics in town all go around dressed for battle all the time.
You seem to think the purpose of 'town' is primarily to provide another environment to ambush the players with combat. I think I made clear that I didn't find that to be its primary point. Besides which, if you start getting worried about cultural 'screw you' being class specific, then its very easy to consider that the staff wielding, robed, guy with the arcane symbols on his big fat books probably has some equivalent (or worse) cultural 'screw you' to overcome as well. If the Bard or Rogue finds themselves relatively advantaged in urban environments for cultural reasons, what exactly is surprising or undesirable about that?
And we know the players in this campaign aren't like that because?
And we know the players in this campaign aren't like that because?
So in the OP, where he states, "In the real world people might carry a pistol around, but you don’t see people carrying AK 47’s, or Law rocket launchers…" you interpet that as the world of the past? I think you may need to read the OP again.
What if it's the cleric of Tempus or another war god?
Yeah, the situation can vary tremendously. But you get the meat of what I'm saying so don't dance around it.
Because the game has been designed from the ground up to make the classes more equal in the field of combat...
...and by deliberately desginging things to hinder those players whose abilities are handicapped by these things (arms and armor) you're essentially telling the players the best way to get around these issues is to stick with classes that don't suffer from these non-game penalities that you're applying to them?
If your campaign revolves around the players MUST NOT HAVE HEAVY ARMS AND ARMOR mentality, then you might as well just gas and enslave them via the old classics and move on from there. If the players are more comfortable in the game and you have to start talking about people in the real world carrying AK-47s then to me, you've already lost the field regardless of the justification you're just now trying to introduce. At best move the action to another place where those new laws and ideas may be in vogue as opposed to trying to shoe horn in what the players should be doing.
We don't.
We only know that, if they are like that, the GM can make the world (including NPCs) respond in an appropriate way.
EDIT: And clerics of Tempus are likely to wear symbolic armour more often than actual armour.
RC
I don't consider the problem to be system specific. If in a particular system it is now more of a problem than it has been because the game is now so combat focused that you aren't allowed to approach it in any other way, I consider that to be the systems problem.
Except when they can't use their standard weapons and armor right? It's the monk problem that 3ed faced a lot. When the chips are down because of the high reliance of arms and armor, magic arms and armor, the monk and spellcaters tend to have the advantage. By using these situations, you are telling your players, in game, that it's best not to have to have characters that rely on weapons and armor because you will strike them when the chips are down. THen they will all pick classes where the utility of arms and armor is minor. Your actions will force their character choices.I'm not telling them any such thing. If a player asked, I would tell them that each role that they took on would carry with it various social benefits and penalities that varied according to the situation and that the undertaking of playing a role carried with it rewards and benefits that could not be described by a list of class abilities. Thus, there would be times when holding and obviously holding a high social station would be of great benefit, and other times when it might get you killed.
I have no idea what that means. I'd like to think that my table revolves around playing roles. I'm not sure what 'revolves around not wearing armor' would be like (maybe a desert or jungle campaign?) but I assure you that the wearing of armor has occured frequently. I grant you that heavy armor tends not to be terribly popular after a while, but that is mostly because of the fact my adventures tend to occur in very rugged areas (I'm a hiker and member of the national speological society, and so take inspiration from my own experiences on hills or in caves) where heavy armor can be a burden due to the penalties it imposes on skill checks and mobility, and not that you might need to take off your breastplate or cuir boullis in town. "gas and enslave them via the old classics"?? "already lost the field"?? I'm not sure what you mean there or pretty much anywhere else in that last bit.
So it's not system specific unless it's the systems problem?
Except when they can't use their standard weapons and armor right? It's the monk problem that 3ed faced a lot. When the chips are down because of the high reliance of arms and armor, magic arms and armor, the monk and spellcaters tend to have the advantage. By using these situations, you are telling your players, in game, that it's best not to have to have characters that rely on weapons and armor because you will strike them when the chips are down. THen they will all pick classes where the utility of arms and armor is minor. Your actions will force their character choices.
That if the GM is forced to rely on the playes dropping their weapons and armor for some specific plot point to move forward...
that instead of forcing the players to adopt behavior, that at to this point seems abnormal
he might as well drug them
and give them a hero point or something as opposed to forcing them to act in methods they don't normally do.
Celebrim is wise.
Covered.Yes. I must spread some XP around first.![]()