Muggie said it well. Sometimes you don't go after the players directly. Many times, you can do more damage by going after what they rely on. And the game world should work just as the real world. For every action, there is an equal and opposite reaction. Some say charma. Some call it backlashes. It's the concept of rewards for smart decisions, and hell to pay for bad ones
You always divide this between the players
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When a Published Module says I award the party XP for completing a Story part (Like for example, 1200 XP) It doesn't say whether each character gets that or that gets divided up among the players like in an encounter. Which is it? |