A shift in lethality. What's fair warning?

What gave my players the sense of lethality without my actually having to kill anyone was when the druid's animal companion was killed in battle.

So, I suppose one way to do it might be to kill off an animal companion or valued mount or familiar.
 

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I have always found that a dead body (of a PC) in the first couple of sessions, and one every couple after that is a good route ;)

usually things level out after about 4th level or so and then it is several sessions between deaths.

I am well known for fun but lethal games, but very few TPK.

This way they are expecting it, know it can happen, but when it does it won't be a fluke.

As far as your situation (since you are already higher level) I would just tell people that things are going to be harder, but be carefull not to go too far like one GM that I know that went to TPK land and the game never recovered. :confused:
 

All dice rolls in the open = Hot! Hot! Hot!

As an aside, last weekend we played Angel and one of the things we noticed was that the Director (GM) doesn't make a whole lot of rolls. So we went from the players saying, "You're killing me!" to me saying, "You're killing yourself!".
 


Subtlety be damned. The first TPK should tell them all they need to know. ;)

If you're rolling in the open and they've got a few action/hero points to get themselves out of tight spots, you're probably fine. I allow hero points to be used to stabilize a dying character, or to put a character who goes from alive to DEAD in one blow at -1 and dying in addition to using them to improve rolls, which takes some sting out of lethality. Until the hero points (1/level) are gone.
 

a suit of armour from a well known hero hanging outside, dried blood and flush still clinging to the inside. a sign around its neck with "Beware those who enter, Hottest Chilli Gumbo this side of {Chult}" and another sign is some other weird tongue "Those in armour are refered to as perishables"
things that jokingly mock their ability and give fair warning.
Also, VP/WP systems are lethal.... switching over to gurps, lethal :P
 

Psion said:
I don't precisely want to announce this, but I don't want to just dump the players into it cold. I had considered just start gradually pushing them closer and closer to the line, but I think that fudging for them to avoid the results if I go overboard the first few times would be the exact wrong thing to do.

My advice - take the closest, most important NPC in the game, and have them die beyond all possibility of resurrection. Ideally, this will be a cohort (a la Leadership), familiar, animal companion, special mount, etc. This is about as close to home as you can hit them without killing a PC.
 

*Shrug* I'd just tell them 'Hey guys, we've been playin for a while, and now that your characters are well established I am increasing the lethality.'

It will save trouble in the long run.

The Auld Grump - Then drop rocks on the party...
 

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