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Life and Death Consequences (Forked: On the Value of Uncertainty)
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<blockquote data-quote="El Mahdi" data-source="post: 4441374" data-attributes="member: 59506"><p>Speaking strictly from a game and narrative sense, absolutely not applicable to the real world, and strictly my opinion:</p><p> </p><p>Selected "Other".</p><p> </p><p>Neither me nor my players enjoy random, senseless death. If that was what we wanted we'd read the paper or watch the news rather than playing a game. However, character death is not outside the realm of possibility. My players know that if they have their character do something stupid, especially when they know it's stupid before they do it, they run a good chance of killing their character. I won't fudge for intentional stupidity. In other words, if their character wants to jump off a cliff because they think they have enough hit points to survive, they are probably going to die. If they fall into a pool of lava, they are going to die. However, I won't take advantage of accidental mistakes or poor judgement.</p><p> </p><p>I won't kill a character unless it's dramatically or heroically apt and narratively memorable. I don't like death in novels unless it is part of the story, adds to the story, or becomes a unique and extraordinary part of the story. For example: the death of Spock, the death of Chewbacca, the death of Neo, etc. If a character sacrifices themself in a truly heroic and dramatic fashion, I won't fudge it out, I'll let it happen. If it's just a random occurance, I just don't see the drama in it. Besides, there are so many other things a DM can do other than, or even worse than, death<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />.</p><p> </p><p>As SNL once quoted the Surgeon General: "The adage that 'What doesn't kill you only makes you stronger' is incorrect. The revised statement is 'That which doesn't kill you, leaves you messed up for a really long time and you're never the same again'."<img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 4441374, member: 59506"] Speaking strictly from a game and narrative sense, absolutely not applicable to the real world, and strictly my opinion: Selected "Other". Neither me nor my players enjoy random, senseless death. If that was what we wanted we'd read the paper or watch the news rather than playing a game. However, character death is not outside the realm of possibility. My players know that if they have their character do something stupid, especially when they know it's stupid before they do it, they run a good chance of killing their character. I won't fudge for intentional stupidity. In other words, if their character wants to jump off a cliff because they think they have enough hit points to survive, they are probably going to die. If they fall into a pool of lava, they are going to die. However, I won't take advantage of accidental mistakes or poor judgement. I won't kill a character unless it's dramatically or heroically apt and narratively memorable. I don't like death in novels unless it is part of the story, adds to the story, or becomes a unique and extraordinary part of the story. For example: the death of Spock, the death of Chewbacca, the death of Neo, etc. If a character sacrifices themself in a truly heroic and dramatic fashion, I won't fudge it out, I'll let it happen. If it's just a random occurance, I just don't see the drama in it. Besides, there are so many other things a DM can do other than, or even worse than, death;). As SNL once quoted the Surgeon General: "The adage that 'What doesn't kill you only makes you stronger' is incorrect. The revised statement is 'That which doesn't kill you, leaves you messed up for a really long time and you're never the same again'.":lol: [/QUOTE]
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