04-11-2020, 04:34 PM
1000 Skeletons - A Metaphor
Let’s say you run a game in which the players contribute proactively to their goals as much as you do, and you allow your players to go off in any direction they choose. How do you deal with a situation in which a necromancer player wants to spend a year in a cabin creating a skeleton army? You could make it clear to the player that such an activity will have consequences, then adjust the story to respond to this necromancer’s waxing horde. The exact consequences are story based and come from the world you are building. Perhaps a hero group comes armed with potent magic. Maybe a more powerful necromancer feels threatened and begins to investigate. Perhaps the day to day overuse of primal force energy takes a toll on the necromancer and starts to change them. Personally, I like the 1000 skeletons. However you choose to deal with it, there should be story consequences for such an investment in time. Even after the deed is done, your necromancer player isn’t going to be able to simply “go into town for a bed and a shower” anymore. Simple acts like moving between towns becomes a new story point. I imagine most worlds would notice the skeletons and have something to say about it.
Or, you could be more heavy-handed as the GM and squash the event early. Maybe you tell the player that’s fine, go roll up a new character to play the current story while your old character spends a year making an undead army. It would only be fair to be sure the player is made aware of such consequences before they take the action.
The heavy hand might be something you need to employ, but if you trust your players and they trust you, you might want to avoid this. Your player is going to take the story you thought you were going to share in a new direction, that’s for sure. But a story guided by player actions is quite fun! Personally, I love skeletons.
What would you do?
Let’s say you run a game in which the players contribute proactively to their goals as much as you do, and you allow your players to go off in any direction they choose. How do you deal with a situation in which a necromancer player wants to spend a year in a cabin creating a skeleton army? You could make it clear to the player that such an activity will have consequences, then adjust the story to respond to this necromancer’s waxing horde. The exact consequences are story based and come from the world you are building. Perhaps a hero group comes armed with potent magic. Maybe a more powerful necromancer feels threatened and begins to investigate. Perhaps the day to day overuse of primal force energy takes a toll on the necromancer and starts to change them. Personally, I like the 1000 skeletons. However you choose to deal with it, there should be story consequences for such an investment in time. Even after the deed is done, your necromancer player isn’t going to be able to simply “go into town for a bed and a shower” anymore. Simple acts like moving between towns becomes a new story point. I imagine most worlds would notice the skeletons and have something to say about it.
Or, you could be more heavy-handed as the GM and squash the event early. Maybe you tell the player that’s fine, go roll up a new character to play the current story while your old character spends a year making an undead army. It would only be fair to be sure the player is made aware of such consequences before they take the action.
The heavy hand might be something you need to employ, but if you trust your players and they trust you, you might want to avoid this. Your player is going to take the story you thought you were going to share in a new direction, that’s for sure. But a story guided by player actions is quite fun! Personally, I love skeletons.
What would you do?
more sushi please