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A Loser Is Yuo
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<blockquote data-quote="delericho" data-source="post: 7649649" data-attributes="member: 22424"><p>"Star Trek: Generations" is a pretty dire film, but Kirk's absolutely right when he notes that he needs that risk of losing or the game's no fun.</p><p></p><p>That said, I also see the wisdom in allowing a player to denote specific elements of their character as, basically, their own sacred cows. So, if they've got an heirloom sword passed down from their murdered father, perhaps it's best the DM keep his hands off. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> (Of course, a player shouldn't abuse that by trying to declare his hit points as sacred! And, actually, I wouldn't even allow a "death flag" arrangement IMC, either - perhaps ironically, a character's life can be less integral to the character than pieces of equipment!)</p><p></p><p>However, there is an even better way: <em>make losing fun</em>.</p><p></p><p>At first blush, it seems absurd. But, actually, it is possible to make loss entertaining enough that players not only don't mind it, but they might even actively seek it out. I've seen this in WFRP (2nd Ed), where the players would quite gleefully accrue Insanity Points, would hang on the results of those critical hits to see what was happening, and so on.</p><p></p><p>But the very best example I have comes from a recent "Black Crusade" one-shot, in which the party Sorcerer made use of his magic for the very first time. He elected to "push" on the grounds that the risk was pretty low, and then proceeded to roll the 1-in-10,000 event that instantly and irrevocably wiped his character from existence! Which sounds awful, but which actually turned out to be the abiding highlight of the game.</p><p></p><p>Of course, it's possible that that says more about my skills as a GM more than anything else...</p></blockquote><p></p>
[QUOTE="delericho, post: 7649649, member: 22424"] "Star Trek: Generations" is a pretty dire film, but Kirk's absolutely right when he notes that he needs that risk of losing or the game's no fun. That said, I also see the wisdom in allowing a player to denote specific elements of their character as, basically, their own sacred cows. So, if they've got an heirloom sword passed down from their murdered father, perhaps it's best the DM keep his hands off. :) (Of course, a player shouldn't abuse that by trying to declare his hit points as sacred! And, actually, I wouldn't even allow a "death flag" arrangement IMC, either - perhaps ironically, a character's life can be less integral to the character than pieces of equipment!) However, there is an even better way: [i]make losing fun[/i]. At first blush, it seems absurd. But, actually, it is possible to make loss entertaining enough that players not only don't mind it, but they might even actively seek it out. I've seen this in WFRP (2nd Ed), where the players would quite gleefully accrue Insanity Points, would hang on the results of those critical hits to see what was happening, and so on. But the very best example I have comes from a recent "Black Crusade" one-shot, in which the party Sorcerer made use of his magic for the very first time. He elected to "push" on the grounds that the risk was pretty low, and then proceeded to roll the 1-in-10,000 event that instantly and irrevocably wiped his character from existence! Which sounds awful, but which actually turned out to be the abiding highlight of the game. Of course, it's possible that that says more about my skills as a GM more than anything else... [/QUOTE]
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