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Story Hour
Travels through the Wild West: a Forgotten Realms Story
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<blockquote data-quote="Lazybones" data-source="post: 13443" data-attributes="member: 143"><p>Thanks for the feedback.</p><p></p><p>I hope it was clear that they had to check their weapons when they went <u>into</u> the party, and recovered them as they left. Not that their weapons will necessarily help them with what comes next (muwhahahaha).</p><p></p><p>Your point is a good one, and I think it depends on what sort of game you are playing. I wouldn't run a "hack-and-slash" group through a city adventure, unless the bad guys were clearly identified from the getgo. I think if a DM made it clear to players what the rules were in a high-society gathering (and let them know in advance, maybe from a character with Diplomacy skill), then the players might be more likely to go along with checking their weapons at the door. Still, I once had a group (younger players--I was in college, and most of them were in HS) that went into a nice "peaceful" town where they were just supposed to get supplies and learn a few rumors about the local dungeon. They immediately started flashing their weapons threateningly at everybody, started a few fights, and finally tried to knock over a jewelry shop. That was one session that never made it to the dungeon (although it was fun in a weird sort of way, with six 1st level characters ending up taking on an entire town... ultimately three of the characters ended up at the end of a hangman's noose, and the rest had to flee for their lives). Next time we played I just let them go right into the dungeon and slay monsters.</p></blockquote><p></p>
[QUOTE="Lazybones, post: 13443, member: 143"] Thanks for the feedback. I hope it was clear that they had to check their weapons when they went [U]into[/U] the party, and recovered them as they left. Not that their weapons will necessarily help them with what comes next (muwhahahaha). Your point is a good one, and I think it depends on what sort of game you are playing. I wouldn't run a "hack-and-slash" group through a city adventure, unless the bad guys were clearly identified from the getgo. I think if a DM made it clear to players what the rules were in a high-society gathering (and let them know in advance, maybe from a character with Diplomacy skill), then the players might be more likely to go along with checking their weapons at the door. Still, I once had a group (younger players--I was in college, and most of them were in HS) that went into a nice "peaceful" town where they were just supposed to get supplies and learn a few rumors about the local dungeon. They immediately started flashing their weapons threateningly at everybody, started a few fights, and finally tried to knock over a jewelry shop. That was one session that never made it to the dungeon (although it was fun in a weird sort of way, with six 1st level characters ending up taking on an entire town... ultimately three of the characters ended up at the end of a hangman's noose, and the rest had to flee for their lives). Next time we played I just let them go right into the dungeon and slay monsters. [/QUOTE]
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Travels through the Wild West: a Forgotten Realms Story
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