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When a DM Starts the Campaign off on the Wrong Foot
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<blockquote data-quote="delericho" data-source="post: 5189070" data-attributes="member: 22424"><p>Under no circumstances should you do this, especially if you have new players. Firstly, it's an in-game solution to an out-of-game problem, but secondly there are few things that players hate more than to lose their stuff (especially arbitrarily). You may well lose one or more players over this.</p><p></p><p></p><p></p><p>I agree with others here - if you don't care for the system, then don't run it. I would recommend continuing the game to the end of the current story arc/adventure, and then simply explain to the players that it isn't working for you, and that you'd prefer a reboot.</p><p></p><p></p><p></p><p>You absolutely should stick to your guns on this one. Explain that you're not interested in playing the game in "God mode", and that you <em>will</em> provide a range of encounters, some of which they won't be well-equipped to deal with.</p><p></p><p>(However, it's also worth noting that there should be some rewards for investing so heavily in that sort of defense - many times, they <em>should</em> be facing opponents who can't bypass their armour. But not every time.)</p><p></p><p></p><p></p><p>It's been a while since I read Pathfinder, but I seem to recall that the advice is no longer than "in a town of size X, you can buy any item of up to value Y" - the DM is supposed to roll on the treasure tables a few times to generate a number of items that are available to buy. This of course makes a big difference, as it's likely that they wouldn't find three suits of <em>full plate +1</em> even in Ptolus.</p><p></p><p>On a personal note, I've concluded that the unrestricted buying of magic items is a bad thing. In my future campaigns, I'm strongly considering moving to a model of "you can sell any magic items, but you can only buy (or make) potions, scrolls or wands".</p><p></p><p></p><p></p><p>Every time they need help, there should be consequences. Sure, their friend will bail them out (once), but he'll expect a favour in return. If they abandon a mission midway through, then that employer will never hire them again, and neither will anyone he associates with. And so on. The PCs are free to make those choices, of course, but there have to be consequences.</p></blockquote><p></p>
[QUOTE="delericho, post: 5189070, member: 22424"] Under no circumstances should you do this, especially if you have new players. Firstly, it's an in-game solution to an out-of-game problem, but secondly there are few things that players hate more than to lose their stuff (especially arbitrarily). You may well lose one or more players over this. I agree with others here - if you don't care for the system, then don't run it. I would recommend continuing the game to the end of the current story arc/adventure, and then simply explain to the players that it isn't working for you, and that you'd prefer a reboot. You absolutely should stick to your guns on this one. Explain that you're not interested in playing the game in "God mode", and that you [i]will[/i] provide a range of encounters, some of which they won't be well-equipped to deal with. (However, it's also worth noting that there should be some rewards for investing so heavily in that sort of defense - many times, they [i]should[/i] be facing opponents who can't bypass their armour. But not every time.) It's been a while since I read Pathfinder, but I seem to recall that the advice is no longer than "in a town of size X, you can buy any item of up to value Y" - the DM is supposed to roll on the treasure tables a few times to generate a number of items that are available to buy. This of course makes a big difference, as it's likely that they wouldn't find three suits of [i]full plate +1[/i] even in Ptolus. On a personal note, I've concluded that the unrestricted buying of magic items is a bad thing. In my future campaigns, I'm strongly considering moving to a model of "you can sell any magic items, but you can only buy (or make) potions, scrolls or wands". Every time they need help, there should be consequences. Sure, their friend will bail them out (once), but he'll expect a favour in return. If they abandon a mission midway through, then that employer will never hire them again, and neither will anyone he associates with. And so on. The PCs are free to make those choices, of course, but there have to be consequences. [/QUOTE]
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