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To Kill or Not to Kill (PCs): That is the Question...
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<blockquote data-quote="Li Shenron" data-source="post: 5945175" data-attributes="member: 1465"><p>I think the most important thing (the only one that matters really) is that the DM and the players are on the same line.</p><p></p><p>You can have a highly lethal game when you "win" an adventure by staying alive, and optionally also by actually stopping the BBEG's plot. Call it "videogamey" because you die, make another PC, die, make another PC and so on. Don't get sentimentally attach to your characters, and focus on adventures and tactics.</p><p></p><p>You can have a no-death game when you "win" if you help create great stories and memorable plot twists. Like your favourite TV series, you don't want any of the major character to unexpectedly die in the middle of a season and never come back. Focus on the long-term story, character development, relationship, and see battles as a tool to shape the story of the PCs and the world.</p><p></p><p>There is a problem only when the DM provides a very different game compared to what some of the players expect, so the best thing to do is the DM asking the player what they want or telling them what she wants, and hopefully all agree on one setup. As a DM, I am willing to run a game either way, or something in between, and as a player I can adapt, but I need to know before we start!</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 5945175, member: 1465"] I think the most important thing (the only one that matters really) is that the DM and the players are on the same line. You can have a highly lethal game when you "win" an adventure by staying alive, and optionally also by actually stopping the BBEG's plot. Call it "videogamey" because you die, make another PC, die, make another PC and so on. Don't get sentimentally attach to your characters, and focus on adventures and tactics. You can have a no-death game when you "win" if you help create great stories and memorable plot twists. Like your favourite TV series, you don't want any of the major character to unexpectedly die in the middle of a season and never come back. Focus on the long-term story, character development, relationship, and see battles as a tool to shape the story of the PCs and the world. There is a problem only when the DM provides a very different game compared to what some of the players expect, so the best thing to do is the DM asking the player what they want or telling them what she wants, and hopefully all agree on one setup. As a DM, I am willing to run a game either way, or something in between, and as a player I can adapt, but I need to know before we start! [/QUOTE]
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