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<blockquote data-quote="JoeGKushner" data-source="post: 5046503" data-attributes="member: 1129"><p>I'm not at your table. I haven't gamed with you.</p><p></p><p>If you want the players to treat each aspect of the game differently, it has to be run differently from the get go.</p><p></p><p>A lot of this will depend on the social contract the player and the GM have with each other. Part of that will depend on the setting.</p><p></p><p>What is the agreed upon theme of the campaign? For example, I can see it being quite standard to wear armor and keep the heavy weapons out in a standard points of light setting where most of the towns are in danger of falling at all times. If it's in the cradle of civilization, then letting the players, especially those who have historical ties and background to these lands, know this ahead of time, would help the players know their place.</p><p></p><p>Another way to do such is to lead by example. In an old spelljammer adventure, the DM is told to insure that the players don't bring their weapons into a particular tavern. If they give the GM gruff, he GM shows an NPC leaving his powerful item behind. I've seen games where the players went after the NPC's item, and I've seen games where the players take the clue and leave their items behind. This goes for the player's friends and allies as well. And in many cases, it still works against those characters that use heavy armor and use heavy weapons. This is important to keep in mind.</p><p></p><p>Others have mentioned that you can do similiar things to mages/magic users/psionics/etc... but after a while it may appear that you're trying to keep things even just to keep them even as opposed to what you're talking about, an organic growth of the game. </p><p></p><p>If it's in a civilized city where weapons are outlawed, then the players probably aren't going to want to enter it. If it's one where they have to keep peace bindings on their wepaons, it's a little more realistic in terms of what players may expect. </p><p></p><p>A lot of this should be handled before the campaign starts, or at least before the players enter a particular city or there should be a good in game reason why now in mid stream things are changing. Not that hard to do if a new power comes to authority and wants to maintain his power by outlawing weapons, a common enough practice, but giving way to people learning how to fight with whatever weapons they then have around. (Look at all the funky weapons from the old school Oriental Adventurers and see how many of them are farm implements)</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 5046503, member: 1129"] I'm not at your table. I haven't gamed with you. If you want the players to treat each aspect of the game differently, it has to be run differently from the get go. A lot of this will depend on the social contract the player and the GM have with each other. Part of that will depend on the setting. What is the agreed upon theme of the campaign? For example, I can see it being quite standard to wear armor and keep the heavy weapons out in a standard points of light setting where most of the towns are in danger of falling at all times. If it's in the cradle of civilization, then letting the players, especially those who have historical ties and background to these lands, know this ahead of time, would help the players know their place. Another way to do such is to lead by example. In an old spelljammer adventure, the DM is told to insure that the players don't bring their weapons into a particular tavern. If they give the GM gruff, he GM shows an NPC leaving his powerful item behind. I've seen games where the players went after the NPC's item, and I've seen games where the players take the clue and leave their items behind. This goes for the player's friends and allies as well. And in many cases, it still works against those characters that use heavy armor and use heavy weapons. This is important to keep in mind. Others have mentioned that you can do similiar things to mages/magic users/psionics/etc... but after a while it may appear that you're trying to keep things even just to keep them even as opposed to what you're talking about, an organic growth of the game. If it's in a civilized city where weapons are outlawed, then the players probably aren't going to want to enter it. If it's one where they have to keep peace bindings on their wepaons, it's a little more realistic in terms of what players may expect. A lot of this should be handled before the campaign starts, or at least before the players enter a particular city or there should be a good in game reason why now in mid stream things are changing. Not that hard to do if a new power comes to authority and wants to maintain his power by outlawing weapons, a common enough practice, but giving way to people learning how to fight with whatever weapons they then have around. (Look at all the funky weapons from the old school Oriental Adventurers and see how many of them are farm implements) [/QUOTE]
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