I agree with Steel Wind and Umbrans posts right above this one, that I can't hand out more XP for yet...
I don't think my players think they have plot immunity, they are generally afraid of dying (they act like it). Perhaps because they have no idea if I think "today is a good day to die" for them.
It's not that i seek out specific endings or outcomes, so much as I apply editorial control to prevent an undesirable outcome when it becomes apparent.
Which doesn't mean I expect them to always take the left corridor, and never die. So much as when they start digging a tunnel into the dead end corridor because it leads somewhere, or a fight turned south in a horribly disastrous way, I make some changes because sticking to what's written down wouldn't make for a good story if retold (except perhaps as a tale of stupidity).
I might also fudge things for a newbie. Just last night, a friend wanted to try D&D for the first time, so I whipped up a PC for both, and a simply "kill some goblins who are ambushing travellers" adventure.
I had to fudge the rolls several times to reduce the damage I inflicted. Why?
Because it was tedious enough making a PC for the new player, let alone, having to do it again, AND set up the hook again to get them out there. It wasn't worth it. I would rather a new player's first session be one of success, than a PC meat-grinder. Especially when dealing with a person who was not a gamer, or used to anything in that genre, but had tried WoW and was curious about this other game.
A player can experience PC death and tougher expectations when they have a grasp of the basic rules and concept of the game. That's yet another reason to save a PC. To do otherwise, when you're effectively recruiting a shiny new player is bad marketting. Just ask anybody who is really good at demoing games at conventions. Let the potential customer win.
I don't think my players think they have plot immunity, they are generally afraid of dying (they act like it). Perhaps because they have no idea if I think "today is a good day to die" for them.
It's not that i seek out specific endings or outcomes, so much as I apply editorial control to prevent an undesirable outcome when it becomes apparent.
Which doesn't mean I expect them to always take the left corridor, and never die. So much as when they start digging a tunnel into the dead end corridor because it leads somewhere, or a fight turned south in a horribly disastrous way, I make some changes because sticking to what's written down wouldn't make for a good story if retold (except perhaps as a tale of stupidity).
I might also fudge things for a newbie. Just last night, a friend wanted to try D&D for the first time, so I whipped up a PC for both, and a simply "kill some goblins who are ambushing travellers" adventure.
I had to fudge the rolls several times to reduce the damage I inflicted. Why?
Because it was tedious enough making a PC for the new player, let alone, having to do it again, AND set up the hook again to get them out there. It wasn't worth it. I would rather a new player's first session be one of success, than a PC meat-grinder. Especially when dealing with a person who was not a gamer, or used to anything in that genre, but had tried WoW and was curious about this other game.
A player can experience PC death and tougher expectations when they have a grasp of the basic rules and concept of the game. That's yet another reason to save a PC. To do otherwise, when you're effectively recruiting a shiny new player is bad marketting. Just ask anybody who is really good at demoing games at conventions. Let the potential customer win.