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<blockquote data-quote="Janx" data-source="post: 5638453" data-attributes="member: 8835"><p>as always, I divide whats what along different lines.</p><p></p><p>Inherently, whatever the PCs do is going to face challenges, or complications after initial success etc. To make the game interesting. it's the same thing authors do in fiction. Otherwise TrueBlood's plot would have sounded like "Sookie went to work. Served the town's new vampire some wine. Then she told off a rude customer. Then she went home and slept peacefully." </p><p></p><p>So adding some interesting complications to inn ownership is to give the players some stuff to do that they are personally invested in. That's good.</p><p></p><p>That's different from bringing in a ton of made up absolute barriers to succes for the player's new idea is what is bad GMing (at least by my reckoning).</p><p></p><p>Another variant of this, is when a player gets an idea (that's probably new to the GM as well), and the GM blocks success under the reason that it's already been done. If NPCs have cornered the market on Continual Light Lamps, my PC should be seeing them everywhere. If magical contrivances are somehow outlawed, that impacts the way people treat and talk about magic. Which the PC would know and the PC should see.</p><p></p><p>Judging by things Celebrim has described in the past. I have no doubt that in his campaign, the impact of odd inventions or various laws or taboos has been considered and is integrated into how he describes the area. The players KNOW they've entered a regions with lots of magic-tech. The players KNOW when the townsfolk are gunshy of magical scams because of an NPC that came through town last year.</p><p></p><p>Basically, I'm advising that based on the hint of subtext of "I wouldn't let them get away with it" that I heard, to be mindful of bad DMing pitfalls. to consider what you're really against, and whether it's your right to do so as GM.</p></blockquote><p></p>
[QUOTE="Janx, post: 5638453, member: 8835"] as always, I divide whats what along different lines. Inherently, whatever the PCs do is going to face challenges, or complications after initial success etc. To make the game interesting. it's the same thing authors do in fiction. Otherwise TrueBlood's plot would have sounded like "Sookie went to work. Served the town's new vampire some wine. Then she told off a rude customer. Then she went home and slept peacefully." So adding some interesting complications to inn ownership is to give the players some stuff to do that they are personally invested in. That's good. That's different from bringing in a ton of made up absolute barriers to succes for the player's new idea is what is bad GMing (at least by my reckoning). Another variant of this, is when a player gets an idea (that's probably new to the GM as well), and the GM blocks success under the reason that it's already been done. If NPCs have cornered the market on Continual Light Lamps, my PC should be seeing them everywhere. If magical contrivances are somehow outlawed, that impacts the way people treat and talk about magic. Which the PC would know and the PC should see. Judging by things Celebrim has described in the past. I have no doubt that in his campaign, the impact of odd inventions or various laws or taboos has been considered and is integrated into how he describes the area. The players KNOW they've entered a regions with lots of magic-tech. The players KNOW when the townsfolk are gunshy of magical scams because of an NPC that came through town last year. Basically, I'm advising that based on the hint of subtext of "I wouldn't let them get away with it" that I heard, to be mindful of bad DMing pitfalls. to consider what you're really against, and whether it's your right to do so as GM. [/QUOTE]
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