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But I suggest getting the players to help craft the story of why the weapons are gone (if you don't just retcon them). That's how you keep the players happy -- because what's happening isn't being done to them, but by them.  

Plus that avoids the biggest problem with a fiat removal of the weapons -- somebody trying to weasel out of it. Worst case, somebody manages to succeed at a roll or comes up with a plan you didn't expect, and you're forced to concede that they managed to save their weapon from destruction, which negates the whole point (often supported by liberal use of 'My Guy syndrome' -- "My guy wouldn't just let that happen! He tries to escape!"). If the players made up their own fate, there's no motivation to try to dodge it. It was their own story.

But I suggest getting the players to help craft the story of why the weapons are gone (if you don't just retcon them). That's how you keep the players happy -- because what's happening isn't being done to them, but by them.  

But I suggest getting the players to help craft the story of why the weapons are gone (if you don't just retcon them). That's how you keep the players happy -- because what's happening isn't being done to them, but by them.

Plus that avoids the biggest problem with a fiat removal of the weapons -- somebody trying to weasel out of it. Worst case, somebody manages to succeed at a roll or comes up with a plan you didn't expect, and you're forced to concede that they managed to save their weapon from destruction, which negates the whole point (often supported by liberal use of 'My Guy syndrome' -- "My guy wouldn't just let that happen! He tries to escape!"). If the players made up their own fate, there's no motivation to try to dodge it. It was their own story.

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If you and your players are unhappy with a simple retcon, then I'd suggest going the route of coming up with a reason the weapons have to be relinquished or destroyed, but again, you need to have at least some part of that discussion at the table, not just spring it on the players. In this situation, I'd suggest even collectively comingcome up with a story that you can all be happy about, and then playingplay it out, (rather than you as DM running off to plot and plan and come up with a surprising story) -- but if you really don't want to do that, at least get aplayer buy-in on destroyingyou going off to develop a plot around removing the weapons in some way, and then you go off and invent a story around that. If you end up destroying the weapons, it might be worth it to let the players keep some shards of their original weapons (or some such thing) that let them forge weakened versions of the weapons, as I discussed above.

If you and your players are unhappy with a simple retcon, then I'd suggest going the route of coming up with a reason the weapons have to be relinquished or destroyed, but again, you need to have at least some part of that discussion at the table, not just spring it on the players. I'd suggest even collectively coming up with a story that you can all be happy about, and then playing it out, but if you really don't want to do that, at least get a buy-in on destroying the weapons in some way, and then you go off and invent a story around that. If you end up destroying the weapons, it might be worth it to let the players keep some shards of their original weapons (or some such thing) that let them forge weakened versions of the weapons, as I discussed above.

If you and your players are unhappy with a simple retcon, then I'd suggest going the route of coming up with a reason the weapons have to be relinquished or destroyed, but again, you need to have at least some part of that discussion at the table, not just spring it on the players. In this situation, I'd collectively come up with a story that you can all be happy about, and then play it out (rather than you as DM running off to plot and plan and come up with a surprising story) -- but if you really don't want to do that, at least get player buy-in on you going off to develop a plot around removing the weapons in some way. If you end up destroying the weapons, it might be worth it to let the players keep some shards of their original weapons (or some such thing) that let them forge weakened versions of the weapons, as I discussed above.

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But laying that aside for the moment: This isn't a situation you can really solve in-game. You need to have this discussion outside the game, player to player. At least some of the players are already unahppyunhappy with what's going on, so this is the time to stop thinking of yourself as the sole arbiter of the game, and collaborate.

But laying that aside for the moment: This isn't a situation you can really solve in-game. You need to have this discussion outside the game, player to player. At least some of the players are already unahppy with what's going on, so this is the time to stop thinking of yourself as the sole arbiter of the game, and collaborate.

But laying that aside for the moment: This isn't a situation you can really solve in-game. You need to have this discussion outside the game, player to player. At least some of the players are already unhappy with what's going on, so this is the time to stop thinking of yourself as the sole arbiter of the game, and collaborate.

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