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<blockquote data-quote="Barastrondo" data-source="post: 4858846" data-attributes="member: 3820"><p>Oh yeah, absolutely agreed. The enemy here is not anything in the actual game world, it's the trap of saying "that would never happen." As a GM, you always gotta be careful of setting absolutes in your campaign setting, and be aware of your motivations when you do so. </p><p></p><p>For example, maybe "there will never be laser pistols appearing in the game world" is a fairly justifiable rule (though it does draw lines among the pro-Barrier Peaks and con-Barrier Peaks game groups). But "Oh no, Wizardique the Wise would never allow this sort of bad thing to happen to the city" — that's worth looking at twice. Do you really need an NPC to be omnipotent? The answer is "no," of course... it's always "no." It never, ever hurts to ask yourself "So why exactly do I feel this way about game element X, and do the players feel the same way? And if so/not, would it be cool to mess with it?"</p><p></p><p>To return to the plot hooks, if it were me? I'd definitely pursue the Mask as a plotline. The amount to which I'd want to twist the players for failure would depend on the players, of course — some of my friends are Rat Bastard Players who love nigh-apocalyptic scenarios, and others will throw themselves into danger to protect one wee bairn who's wandered too far out of town.</p><p></p><p>Also, how well is the demiplane of Farika working out for you inspiration-wise? If it's not really humming along, I'd expedite the players' escape tout suite, even if you haven't made them work for it as hard as you'd planned to. Maybe someone other power comes tearing through (a marut or genie?) and the PCs can follow it along, only to emerge in the Most Interesting Place To Be in the material world. Maybe they come out in the middle of some pitched battle related to one of your favorite plotlines, and the typical looting of corpses is what tips them off to how things have advanced.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 4858846, member: 3820"] Oh yeah, absolutely agreed. The enemy here is not anything in the actual game world, it's the trap of saying "that would never happen." As a GM, you always gotta be careful of setting absolutes in your campaign setting, and be aware of your motivations when you do so. For example, maybe "there will never be laser pistols appearing in the game world" is a fairly justifiable rule (though it does draw lines among the pro-Barrier Peaks and con-Barrier Peaks game groups). But "Oh no, Wizardique the Wise would never allow this sort of bad thing to happen to the city" — that's worth looking at twice. Do you really need an NPC to be omnipotent? The answer is "no," of course... it's always "no." It never, ever hurts to ask yourself "So why exactly do I feel this way about game element X, and do the players feel the same way? And if so/not, would it be cool to mess with it?" To return to the plot hooks, if it were me? I'd definitely pursue the Mask as a plotline. The amount to which I'd want to twist the players for failure would depend on the players, of course — some of my friends are Rat Bastard Players who love nigh-apocalyptic scenarios, and others will throw themselves into danger to protect one wee bairn who's wandered too far out of town. Also, how well is the demiplane of Farika working out for you inspiration-wise? If it's not really humming along, I'd expedite the players' escape tout suite, even if you haven't made them work for it as hard as you'd planned to. Maybe someone other power comes tearing through (a marut or genie?) and the PCs can follow it along, only to emerge in the Most Interesting Place To Be in the material world. Maybe they come out in the middle of some pitched battle related to one of your favorite plotlines, and the typical looting of corpses is what tips them off to how things have advanced. [/QUOTE]
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