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A shift in lethality. What's fair warning?
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<blockquote data-quote="Psion" data-source="post: 2424489" data-attributes="member: 172"><p>I am on board with forshadowing. Both overt (the bad guys start gunning for the PCs and let them know in no uncertain terms) and mysterious.</p><p></p><p></p><p></p><p>Er, why so concerned? There are a number of reasons, not all of them that might be considered praiseworthy.</p><p></p><p>First off, it has always been my philosophy that the potential of death adds a lot of tension and excitement of the game and combats. However, I have sort of slacked off on this lately, and I think that is one reason that combats aren't all they used to be to me.</p><p></p><p>My players seem to be in their comfort zone and I'd like to get them moving more often and keep the pace up.</p><p></p><p>Second, I also like a little investigation, and like my players to think twice before resorting to combat.</p><p></p><p>Finally, in reply to this:</p><p></p><p></p><p></p><p>I'm not totally on board with that philosophy. I mean I am -- their characters are their characters. But some characters seem a little stale and I don't think that it would hurt the players to play a different character. Some players even have multiple characters and don't stick to just one; it may be an opportunity for those players to switch over to the new characters they have been itching to try.</p></blockquote><p></p>
[QUOTE="Psion, post: 2424489, member: 172"] I am on board with forshadowing. Both overt (the bad guys start gunning for the PCs and let them know in no uncertain terms) and mysterious. Er, why so concerned? There are a number of reasons, not all of them that might be considered praiseworthy. First off, it has always been my philosophy that the potential of death adds a lot of tension and excitement of the game and combats. However, I have sort of slacked off on this lately, and I think that is one reason that combats aren't all they used to be to me. My players seem to be in their comfort zone and I'd like to get them moving more often and keep the pace up. Second, I also like a little investigation, and like my players to think twice before resorting to combat. Finally, in reply to this: I'm not totally on board with that philosophy. I mean I am -- their characters are their characters. But some characters seem a little stale and I don't think that it would hurt the players to play a different character. Some players even have multiple characters and don't stick to just one; it may be an opportunity for those players to switch over to the new characters they have been itching to try. [/QUOTE]
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A shift in lethality. What's fair warning?
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