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<blockquote data-quote="Sojourn" data-source="post: 6226467" data-attributes="member: 6750311"><p><strong>Killer DM</strong></p><p></p><p>Trade Secret #1: I'm not nearly as blood thirsty as I claim. I like it when players get attached to their characters and get involved in the game, and nothing makes them keep their distance like thinking they will die no matter what they do. But by announcing I'm a killer DM up front, it puts the pressure on them to take the game seriously and pay attention, and it cuts down on the whining when they actually do die. I have several mechanics in the game that allow them to take some risks without being overly worried about death, and that makes coming back from the dead fairly easy if they are willing to pay the price. Always make sure everything has a price. "That which is gained cheaply is held in contempt". </p><p></p><p>To show off my Killer DM bloodthirst, I collect dead character sheets. A player is allowed to keep a copy if he wants, but he has to turn in his sheet when he dies. As a reward, he not only goes on the Roll of Heroes (when & how he died) but he can also put part of the dead PC's XP toward his next character, usually 1000xp per level. </p><p></p><p>NEVER SPLIT THE PARTY. When a PC or sub group splits off from the main party, I have to, in effect, run 2 games, as players from group 1 don't know what's happening to group 2 and vice-versa. Its a headache, so standard practice Is a wandering monster eats the first person to wander away from the party, except in 2 cases: </p><p>1) the split is of the minimal possible duration </p><p>2) the split is more or less permanent or long-term and not the player's fault (a teleport trap, or romantic anniversary splits him from the group)</p><p></p><p>In cases where a player is going to be long-delayed in their reunion, STEPPING DISCS can serve to remove/return an absent player's PC. I used to provide a "Death Shield" with 3 charges- A dragon breathes fire on the group, the absent player's PC gets a pass. But after 3 saves, he's obviously not coming back and he's toast. </p><p></p><p>Time- a great dramatic mechanic is to announce the Players are suddenly in "Real Time"- a minute spent deciding which spell to cast or for out-of-character conversation is a minute in the game.</p><p></p><p>CHOOSE THE FORM OF YOUR DESTRUCTOR, or the "Jedi Mind Trick". Anything a player says at the table- especially if it will lead to their deaths- can & will be held against them at any time. Likewise, moving any of the monster miniatures can have disastrous consequences. Table veterans know to ask for a 5 minute truce if they want to make an out-of-character joke and not have It backfire on them.</p></blockquote><p></p>
[QUOTE="Sojourn, post: 6226467, member: 6750311"] [b]Killer DM[/b] Trade Secret #1: I'm not nearly as blood thirsty as I claim. I like it when players get attached to their characters and get involved in the game, and nothing makes them keep their distance like thinking they will die no matter what they do. But by announcing I'm a killer DM up front, it puts the pressure on them to take the game seriously and pay attention, and it cuts down on the whining when they actually do die. I have several mechanics in the game that allow them to take some risks without being overly worried about death, and that makes coming back from the dead fairly easy if they are willing to pay the price. Always make sure everything has a price. "That which is gained cheaply is held in contempt". To show off my Killer DM bloodthirst, I collect dead character sheets. A player is allowed to keep a copy if he wants, but he has to turn in his sheet when he dies. As a reward, he not only goes on the Roll of Heroes (when & how he died) but he can also put part of the dead PC's XP toward his next character, usually 1000xp per level. NEVER SPLIT THE PARTY. When a PC or sub group splits off from the main party, I have to, in effect, run 2 games, as players from group 1 don't know what's happening to group 2 and vice-versa. Its a headache, so standard practice Is a wandering monster eats the first person to wander away from the party, except in 2 cases: 1) the split is of the minimal possible duration 2) the split is more or less permanent or long-term and not the player's fault (a teleport trap, or romantic anniversary splits him from the group) In cases where a player is going to be long-delayed in their reunion, STEPPING DISCS can serve to remove/return an absent player's PC. I used to provide a "Death Shield" with 3 charges- A dragon breathes fire on the group, the absent player's PC gets a pass. But after 3 saves, he's obviously not coming back and he's toast. Time- a great dramatic mechanic is to announce the Players are suddenly in "Real Time"- a minute spent deciding which spell to cast or for out-of-character conversation is a minute in the game. CHOOSE THE FORM OF YOUR DESTRUCTOR, or the "Jedi Mind Trick". Anything a player says at the table- especially if it will lead to their deaths- can & will be held against them at any time. Likewise, moving any of the monster miniatures can have disastrous consequences. Table veterans know to ask for a 5 minute truce if they want to make an out-of-character joke and not have It backfire on them. [/QUOTE]
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