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Balancing "RP" and "G"
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<blockquote data-quote="Odhanan" data-source="post: 2746199" data-attributes="member: 12324"><p>That was actually my point. In my game, depending on the circumstances, a dead character isn't necessarily out of the game. Plus, D&D itself gives you some means to bring back characters from the dead. So in the context of my D&D/Arcana Evolved/Iron Heroes/Ghostwalk campaign, there isn't any need for me to fudge anything. We play out the game, have some excitement and thrill at rolling the dice, and see the game flourish from there. </p><p></p><p>The story is incidental, after the game has been played. If a player is annoyed because his/her character died, it still died. There are always ways to bring back the character later in the game. As a matter of fact, I refuse to corner myself in a situation, as a DM, where my campaign couldn't go anywhere. I design the campaign as open ended, with ideas on how it could grow, how it could end, basic conspirations/groups/factions/NPCs, a rough idea, and I go from there, building from the experience of the first sessions by making factions, NPCs, etc react to the actions of the PCs. Therefore, there hasn't been any point in the game where I found myself stuck as DM.</p><p></p><p></p><p></p><p>Never ran a campaign like this. See above for the example of my D&D+ campaign.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 2746199, member: 12324"] That was actually my point. In my game, depending on the circumstances, a dead character isn't necessarily out of the game. Plus, D&D itself gives you some means to bring back characters from the dead. So in the context of my D&D/Arcana Evolved/Iron Heroes/Ghostwalk campaign, there isn't any need for me to fudge anything. We play out the game, have some excitement and thrill at rolling the dice, and see the game flourish from there. The story is incidental, after the game has been played. If a player is annoyed because his/her character died, it still died. There are always ways to bring back the character later in the game. As a matter of fact, I refuse to corner myself in a situation, as a DM, where my campaign couldn't go anywhere. I design the campaign as open ended, with ideas on how it could grow, how it could end, basic conspirations/groups/factions/NPCs, a rough idea, and I go from there, building from the experience of the first sessions by making factions, NPCs, etc react to the actions of the PCs. Therefore, there hasn't been any point in the game where I found myself stuck as DM. Never ran a campaign like this. See above for the example of my D&D+ campaign. [/QUOTE]
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