Jordan K. said: Paul U. said: J I think I imposed the idea I did, because it sufficiently explains that firing an arrow into a busy tavern is a bad idea if want to remain a good character who has no connection with the forces that impose justice in the world. I don't think it really does. First of all, this is the first time you've brought alignment into it, which is a troublesome road. Second, while the player clearly thinks the punishment was too high (which is why he said it wasn't realistic), it's probably not inconvenient enough for the player to keep doing what he wants in the town, or finding other ways to behave how he wants. Why would a player want to "have no connection with the forces that impose justice in the world"? They deal with goblins and dragons, so law enforcement shouldn't be an issue for them. Not that they have to kill the cops, but dealing with them should just be another kind of adventure. Do you want the players to act a certain way? If so, explaining that to them is the only way to "sufficiently explain" it. Don't try to explain it without explaining it, and don't make up rules about where stray shots go in order to explain it. If you don't care how the players act, then make consequences interesting for the players, even if they're still punitive on the characters. You can tell at least one player wasn't interested in the consequences you imposed, because they raised the issue of realism. (It's fine to describe where stray shots go, but whether you're using a rule or making one up keep "protagonization" in mind. That's what G G's original post touches on: avoid rules and interpretations that make the players look like complete klutzes.) Making up rules? Something bad happens on a 1 isn't completely mad I hope. Drunken Archery is NEVER gonna end well, and when you roll a 1 to shoot a target outside of a bar, shits gonna happen. When you roll to DELIBERATELY smash a window, I'm gonna say you smash a window on a successful attack roll. And people saying that in a land of dungeons, magic, and dragons, realism has no place, bollocks, you always need a sense of realism for it to be an immersive experience, so what, yeah you shoot the arrow, it shatters a window, and no one gives a fuck and you go about your business, doesn't make any sense to me. The monetary punishments don't make sense other than to repair the window, HOWEVER the amount that costs to repair would likely be 1gp or less, so then it doesn't make sense if that's the only punishment since you could go on a mass vandalism spree for the small pittance of 100gp and take down every window in sight. What does make sense to me and the players, is that crime, in broad day light, deliberate, violent crime at that, should hold some consequences. Something bad happening on a 1 is not "mad" but it's not necessarily part of the rules. Often, a miss is just a miss. Even if, by the rules, a "bad" thing is supposed to happen, that doesn't mean that any bad thing is going to be as fun and interesting and realistic as any other bad thing. You're clearly expressing a preference about what you /want/ to have happen. Unlike some others, I don't care if a DM is not impartial, but people who think they're being impartial should take a close look at the reasons why things in their games happen the way they do. It's interesting that you mention immersion, because in the example you gave you broke your players' immersion with the size of the fine. Clearly, whether there are consequences or not is not the only consideration when it comes to immersion. Yes, you /could/ go on a mass vandalism spree and take out every window. But why would any player do that? And if they did want to, and you didn't want them to, why wouldn't you just ask them not to? Look at a movie like The Usual Suspects. Yes, there are police, but they're not the point of the movie, and no one really seems as concerned about them as about other criminals. Yet the movie is realistic enough to be enjoyable. And I already gave you the example of Obi-wan Kenobi. In other words, you're missing the point. It's more complicated than to say "a crime happened, there must be consequences." Must there? What if the cops are busy? Or corrupt? Or afraid of that part of town? What if the townsfolk don't want to cause trouble? If your players want consequences, hey, great. That doesn't mean, however that every consequence will make sense to them, or be enjoyable for everyone at the table. There's more to a fun game than just immersion, and what is "realistic" is not necessarily the same as what's perfectly correct.