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"He's beyond my healing ability..."
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<blockquote data-quote="Quickleaf" data-source="post: 5614169" data-attributes="member: 20323"><p>It's interesting to get your criticism because I can tell you're coming from a very cohesive approach to your games. I love your cultural approaches to resurrection, and it's something I've used in a warrior culture worshipping ancestors where the number of relatives dead in battle was a source of prestige. But that's probably a discussion for entirely different thread. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Back to the topic.... by your definition, a DM who has a preconceived story/plot idea, or uses DM fiat because they haven't written a specific ruling it into the house rules up front, is doing so to the detriment of the game and player choice? Is that right?</p><p></p><p>In my particular example, the PCs learned about an invading force headed toward a northern keep with limited defenses run by an NPC they'd shared drinks at the tavern with before. This happened right when they had a window of opportunity to enter a portal to a mystic isle that only appeared on the new moon to consult an oracle. They decided the oracle was more important and took the risk that the NPC could stave off the invasion long enough for the PCs to get there. (a polticial situation was tying up aid from any knights or militias)</p><p></p><p>So when they arrived to find the keep overrun, the players didn't feel screwed over, they felt they had made the right choice but there was a steep consequence. They fought their way through the small occupying force and came upon the staked bodies and heads of the NPC's court and soldiers. The NPC was mortally wounded and left to bleed out but had dragged himself to this warning beacon to light it.</p><p></p><p>The PCs followed the blood trail and found him. Now I could have had him already dead, and that worked fine. IMO having him alive to recount what happened, request the PCs save his captured family, and die with a gruff joke on his lips had a certain emotional impact (maybe drama is the wrong word?) that saving his life or finding him dead would t have IMO.</p><p></p><p>AFAIK this particular option is impossible in D&D (without house rules); either he's dead or he's saved - provided there's a healer with spells/powers left - there's no in between. Whereas I find value in that in between.</p><p></p><p>It's not a make or break it thing with my group, we all enjoy D&D, the player and I are great friends and this was more of a speed bump than anything. It did make me stop and reflect though.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5614169, member: 20323"] It's interesting to get your criticism because I can tell you're coming from a very cohesive approach to your games. I love your cultural approaches to resurrection, and it's something I've used in a warrior culture worshipping ancestors where the number of relatives dead in battle was a source of prestige. But that's probably a discussion for entirely different thread. :) Back to the topic.... by your definition, a DM who has a preconceived story/plot idea, or uses DM fiat because they haven't written a specific ruling it into the house rules up front, is doing so to the detriment of the game and player choice? Is that right? In my particular example, the PCs learned about an invading force headed toward a northern keep with limited defenses run by an NPC they'd shared drinks at the tavern with before. This happened right when they had a window of opportunity to enter a portal to a mystic isle that only appeared on the new moon to consult an oracle. They decided the oracle was more important and took the risk that the NPC could stave off the invasion long enough for the PCs to get there. (a polticial situation was tying up aid from any knights or militias) So when they arrived to find the keep overrun, the players didn't feel screwed over, they felt they had made the right choice but there was a steep consequence. They fought their way through the small occupying force and came upon the staked bodies and heads of the NPC's court and soldiers. The NPC was mortally wounded and left to bleed out but had dragged himself to this warning beacon to light it. The PCs followed the blood trail and found him. Now I could have had him already dead, and that worked fine. IMO having him alive to recount what happened, request the PCs save his captured family, and die with a gruff joke on his lips had a certain emotional impact (maybe drama is the wrong word?) that saving his life or finding him dead would t have IMO. AFAIK this particular option is impossible in D&D (without house rules); either he's dead or he's saved - provided there's a healer with spells/powers left - there's no in between. Whereas I find value in that in between. It's not a make or break it thing with my group, we all enjoy D&D, the player and I are great friends and this was more of a speed bump than anything. It did make me stop and reflect though. [/QUOTE]
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