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Unintended Consequences
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<blockquote data-quote="ExploderWizard" data-source="post: 5206752" data-attributes="member: 66434"><p>I attempt to make most decisions the PC's make in my campaign meaningful by doing this. It is important that these consequences flow somewhat logically from the actions that triggered them. Unintended doesn't (and shouldn't) always mean something negative. Sometimes good intentions can lead to undesirable consequences and vice versa. </p><p> </p><p>Some examples from my campaign:</p><p> </p><p>The PC's rescued some captives from a band of gnolls. A couple of these captives were goblins. The players simply turned them loose without humiliating them or mistreating them in any way. </p><p> </p><p>Several sessions later the PC's explored a cave that turned out to be the lair of the goblin tribe. One of the goblins recognized the PC's and invited them in as friends. The party learned a lot of valuable info from the goblins and even got a map of the area with notations from them. During their exporations of the other caves, the party was able to rest and camp with the friendly goblins. </p><p> </p><p>Many sessions later the party defeated the leaders of the evil temple and sacked the treasury. They decided to reward the goblins for the hospitality by giving them all the copper coinage (over 130gp) on their way back to the keep. What they didn't know was that a slithering tracker guardian was following the treasure. When next they passed by, the goblins were all slain and the copper missing. They eventually figured out what happened and raced back to the keep in time to save some other rescued captives (whom they had given silver from the hoard).</p><p> </p><p>The players felt genuinely sad for the goblins and a little guilty once they realized it was their generosity that killed them. </p><p> </p><p>These events and interconnected consequences are what make ongoing campaigns so much more rewarding than one shots.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5206752, member: 66434"] I attempt to make most decisions the PC's make in my campaign meaningful by doing this. It is important that these consequences flow somewhat logically from the actions that triggered them. Unintended doesn't (and shouldn't) always mean something negative. Sometimes good intentions can lead to undesirable consequences and vice versa. Some examples from my campaign: The PC's rescued some captives from a band of gnolls. A couple of these captives were goblins. The players simply turned them loose without humiliating them or mistreating them in any way. Several sessions later the PC's explored a cave that turned out to be the lair of the goblin tribe. One of the goblins recognized the PC's and invited them in as friends. The party learned a lot of valuable info from the goblins and even got a map of the area with notations from them. During their exporations of the other caves, the party was able to rest and camp with the friendly goblins. Many sessions later the party defeated the leaders of the evil temple and sacked the treasury. They decided to reward the goblins for the hospitality by giving them all the copper coinage (over 130gp) on their way back to the keep. What they didn't know was that a slithering tracker guardian was following the treasure. When next they passed by, the goblins were all slain and the copper missing. They eventually figured out what happened and raced back to the keep in time to save some other rescued captives (whom they had given silver from the hoard). The players felt genuinely sad for the goblins and a little guilty once they realized it was their generosity that killed them. These events and interconnected consequences are what make ongoing campaigns so much more rewarding than one shots. [/QUOTE]
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