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Balancing "RP" and "G"
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<blockquote data-quote="swrushing" data-source="post: 2742255" data-attributes="member: 14140"><p></p></blockquote><p></p><p></p><p></p><p>Ok, i think i am just going to have to let you work this one out yourself. The difference between us here seems to be that you have somehow morphed "do people know" into "does it matter" but in my games those are decidedly different and often unrelated issues entirely.</p><p></p><p>yes in my games, PCs interact with people at inns and all that jazz... but this doesn't morph into everyone else knowing how the PCs die and when. heck, as often or not, the PCs are rather quiet about their mission when travelling, especially in damgerous areas. (Well, except for the monk who tended to "take 20" on his give information roll.) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> </p><p></p><p></p><p>they aren't the ONLY characters by far, but in my games its not commonplace for higher level guys who have access to such to spend it freely as in "hey i haven't seen these guys in a few weeks, lets look them up" especially given the long travel times. i don't recall the chart off the top of my head but the number of 9th+ characters running around as NPCs isn't often high enough in my games to assume this sort of satellite tracking as comonplace so that "the next batch" could be assumed to have been filled in on the last group's demise.</p><p></p><p>But seriously, it hasn't come up since my stories being PC based and PC focused don't lend themselves to having the new batch pick up where the other guys left off disposable heroes. if all the PCs died, the next campaign would be a new campaign, with nes stories and plots related to those characters, not a continuation of "the story of how my bad guy failed" with a supporting cast change (ie new pcs).</p><p></p><p>huh? </p><p></p><p>Ok you can care about what happened and not know what happened, right?</p><p></p><p></p><p></p><p>absolutely, its the part about saying that if all the PCs die you just pick up with a new batch is what means the PCs are disposable. </p><p></p><p></p><p>I create a whole new set of seasonal plots for every campaign, or specifically, every set of characters. if they are set in the same world as a previous campaign, its by coincidence, not design.</p><p></p><p>Again, the vast majority of my campaign design, particularly details and plots, is done AFTER the PCs are given to me and are wrapped integrally into the PC background. Each major plot and most sub-plots are "personal" to the characters. So, the characters are not "disposable", as in i cannot just have them all die and plug in a brand new set of characters and follow the same "story of my bad guy and how he tried to..." The heroes aren't the supporting cast for the story of my villain.</p><p></p><p></p><p></p><p>yeah you are wrong. I have had people walk before, not over fudging, but over a mismatch between what they wanted and what the rest of us wanted. They thought three "combat oriented session out of four" was too little combat. i referred them to a different GM. </p><p></p><p>as i have said before, having PCs fail is part of the story often, so your thing about "if anything bad happens to them" really makes it sound to me like you are not reading the posts.</p><p></p><p>IMO a game is "about the villain if the pcs can be replaced with a new batch and the game go on without a step until eventually, after some number of PC batches, the villain's plot line and story is finished. I have seen Gms run such games, and never found them particularly intriguing. The Gms always seemed overly focused on telling "my story" and not the story of the characters. The PCs seem to be the guest stars around to provide the spotlight for the villain, IE the GM.</p><p></p><p>IMO a game is "about the characters" when the scenes serve more to spotlight them and their stories, where the main plots (seasonal big bads or longer BBEG meta-plot) and most sub-plots are directly intertwined to the PCs, their backgrounds, their stories and the dramatic role the encounters, the bad guys and such serve is to let us learn more or reveal more about the PCs. The PCs are "the guys we see on stage" not just because they are PCs but because they are IN CHARACTER pivotal to the outcome, and "the next batch of heroes" won't be able to just take their place like a new season of a bad TV series with cast contract disputes.</p><p></p><p>How you divined "my players will walk if anything bad happens" out of this is... curious. IMX, the players who have the most bad stuff happen to them are the happiest ones, the ones always coming back for more, and the least likely to leave. 'course, that may say something about the flavor of bad stuff i serve up. It usually doesn't involve "roll up a new character."</p><p></p><p>As an aside, i once handed a Shadowrun Gm a PC with a two page background.</p><p>he looked at me and said "don't get too attached. He will likely die. So have a replacement handy to pick up after that. maybe two."</p><p>I thanked him, took back the sheet, politely said i was not interested, and left.</p><p></p><p>I'm just not into running as player or GM in games where my pc is so unimportant to the stories that a whole new gang of PCs can replace us next wekk without a hitch.</p><p>[/QUOTE]</p>
[QUOTE="swrushing, post: 2742255, member: 14140"] [/QUOTE] Ok, i think i am just going to have to let you work this one out yourself. The difference between us here seems to be that you have somehow morphed "do people know" into "does it matter" but in my games those are decidedly different and often unrelated issues entirely. yes in my games, PCs interact with people at inns and all that jazz... but this doesn't morph into everyone else knowing how the PCs die and when. heck, as often or not, the PCs are rather quiet about their mission when travelling, especially in damgerous areas. (Well, except for the monk who tended to "take 20" on his give information roll.) :-) they aren't the ONLY characters by far, but in my games its not commonplace for higher level guys who have access to such to spend it freely as in "hey i haven't seen these guys in a few weeks, lets look them up" especially given the long travel times. i don't recall the chart off the top of my head but the number of 9th+ characters running around as NPCs isn't often high enough in my games to assume this sort of satellite tracking as comonplace so that "the next batch" could be assumed to have been filled in on the last group's demise. But seriously, it hasn't come up since my stories being PC based and PC focused don't lend themselves to having the new batch pick up where the other guys left off disposable heroes. if all the PCs died, the next campaign would be a new campaign, with nes stories and plots related to those characters, not a continuation of "the story of how my bad guy failed" with a supporting cast change (ie new pcs). huh? Ok you can care about what happened and not know what happened, right? absolutely, its the part about saying that if all the PCs die you just pick up with a new batch is what means the PCs are disposable. I create a whole new set of seasonal plots for every campaign, or specifically, every set of characters. if they are set in the same world as a previous campaign, its by coincidence, not design. Again, the vast majority of my campaign design, particularly details and plots, is done AFTER the PCs are given to me and are wrapped integrally into the PC background. Each major plot and most sub-plots are "personal" to the characters. So, the characters are not "disposable", as in i cannot just have them all die and plug in a brand new set of characters and follow the same "story of my bad guy and how he tried to..." The heroes aren't the supporting cast for the story of my villain. yeah you are wrong. I have had people walk before, not over fudging, but over a mismatch between what they wanted and what the rest of us wanted. They thought three "combat oriented session out of four" was too little combat. i referred them to a different GM. as i have said before, having PCs fail is part of the story often, so your thing about "if anything bad happens to them" really makes it sound to me like you are not reading the posts. IMO a game is "about the villain if the pcs can be replaced with a new batch and the game go on without a step until eventually, after some number of PC batches, the villain's plot line and story is finished. I have seen Gms run such games, and never found them particularly intriguing. The Gms always seemed overly focused on telling "my story" and not the story of the characters. The PCs seem to be the guest stars around to provide the spotlight for the villain, IE the GM. IMO a game is "about the characters" when the scenes serve more to spotlight them and their stories, where the main plots (seasonal big bads or longer BBEG meta-plot) and most sub-plots are directly intertwined to the PCs, their backgrounds, their stories and the dramatic role the encounters, the bad guys and such serve is to let us learn more or reveal more about the PCs. The PCs are "the guys we see on stage" not just because they are PCs but because they are IN CHARACTER pivotal to the outcome, and "the next batch of heroes" won't be able to just take their place like a new season of a bad TV series with cast contract disputes. How you divined "my players will walk if anything bad happens" out of this is... curious. IMX, the players who have the most bad stuff happen to them are the happiest ones, the ones always coming back for more, and the least likely to leave. 'course, that may say something about the flavor of bad stuff i serve up. It usually doesn't involve "roll up a new character." As an aside, i once handed a Shadowrun Gm a PC with a two page background. he looked at me and said "don't get too attached. He will likely die. So have a replacement handy to pick up after that. maybe two." I thanked him, took back the sheet, politely said i was not interested, and left. I'm just not into running as player or GM in games where my pc is so unimportant to the stories that a whole new gang of PCs can replace us next wekk without a hitch. [/QUOTE]
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