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What would each class do when you give them the finger?
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<blockquote data-quote="Noumenon" data-source="post: 4797473" data-attributes="member: 70102"><p>More or less... they know they aren't supposed to pick evil alignments. On the other hand, I definitely want them to feel like they can pick and choose which NPCs they listen to.</p><p></p><p></p><p></p><p>I was trying to craft my list of options to avoid full-out lethal combat or objectionable mind control -- using only fascination, nonlethal attacks, politics, quest roadblocks, etc. Basically things the PCs could forgive if they were charitable. But I bet my players would be quick to take offense and probably would attack some people. I'll have to see.</p><p></p><p></p><p></p><p>You are a master of coming up with consequences. I copied these down.</p><p></p><p>On the other hand, it doesn't fit my DMing style that well. I like to think in terms of scenes, so I'd have to actually plan and set up some kind of "townsfolk are restless" encounter." It seems like offering resistance at the time of irritation would be a faster feedback mechanism than time-delayed consequences, hence more effective. And it just seems more dramatic and fun to have the conflict right there. </p><p></p><p>I often feel like I'm playing my monsters and NPCs as though I were running player characters; maybe that's why I want them to be able to take direct action. When I make the whole world unpleasant for the players, rather than the NPCs, I feel like a bit of a jerk. Like for example, "Rocks fall, everyone dies" feels like bad DMing, but "Villain drops rocks, everyone dies" feels like good DMing. That's also why I don't have super-powerful quest givers -- though I am a little tempted by the roller coaster example.</p><p></p><p>My players would actually like me to be harder on them with consequences, but I don't like ragging on them and making things unnecessarily difficult and unpleasant.</p><p></p><p></p><p></p><p>Ah ha ha ha... I forgot the Barbarian, but that is perfect!</p><p></p><p></p><p></p><p>I like that one, too. Great deniability. Also, the pigeons crap on their head.</p></blockquote><p></p>
[QUOTE="Noumenon, post: 4797473, member: 70102"] More or less... they know they aren't supposed to pick evil alignments. On the other hand, I definitely want them to feel like they can pick and choose which NPCs they listen to. I was trying to craft my list of options to avoid full-out lethal combat or objectionable mind control -- using only fascination, nonlethal attacks, politics, quest roadblocks, etc. Basically things the PCs could forgive if they were charitable. But I bet my players would be quick to take offense and probably would attack some people. I'll have to see. You are a master of coming up with consequences. I copied these down. On the other hand, it doesn't fit my DMing style that well. I like to think in terms of scenes, so I'd have to actually plan and set up some kind of "townsfolk are restless" encounter." It seems like offering resistance at the time of irritation would be a faster feedback mechanism than time-delayed consequences, hence more effective. And it just seems more dramatic and fun to have the conflict right there. I often feel like I'm playing my monsters and NPCs as though I were running player characters; maybe that's why I want them to be able to take direct action. When I make the whole world unpleasant for the players, rather than the NPCs, I feel like a bit of a jerk. Like for example, "Rocks fall, everyone dies" feels like bad DMing, but "Villain drops rocks, everyone dies" feels like good DMing. That's also why I don't have super-powerful quest givers -- though I am a little tempted by the roller coaster example. My players would actually like me to be harder on them with consequences, but I don't like ragging on them and making things unnecessarily difficult and unpleasant. Ah ha ha ha... I forgot the Barbarian, but that is perfect! I like that one, too. Great deniability. Also, the pigeons crap on their head. [/QUOTE]
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What would each class do when you give them the finger?
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