Campaign Standards: Slavery yea or nay?

What I actually meant was that the players in my campaigns often hate the idea of them being taken slaves and are very against the grain of it happening to them and I've had players kill themselves right off the bat rather then be a slave. Mind you, they had no problem with its existance up to that point but once they became a part of the grind.

Wow. You must go through players fast! I mean, selling them into slavery or their deaths must really take a toll on game night!

:D

Couldn't resist.

I think I could get my players to agree to allow their characters to be taken into slavery with a good reason for it. I think what makes the idea of their characters being slaves is more the total loss of control. Of course, I give so much control and let them do what they want, so having no options might not be what they prefer. Maybe they think it wouldn't be fun to be slaves and have to role play a slave's life.

The only module I can think of that TSR/WotC did with slaves is Freedom, the Dark Sun adventure. However, it was written poorly. It blatantly says to shut down any escape attempts and have the PCs beaten if they keep trying and don't follow the adventure. Maybe it's because of how poorly this was handled that trying to be a slave, as many heroes in books have been, doesn't seem worth it.

edg
 

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As for the kill your own character rather than let him become a slave, the early editions of D&D made that more attractive because you could roll up a new one quickly. Usually far more quickly than the other characters would take to free themselves.

So if the characters were low level it made a lot of sense. At high levels it still might make more sense to have a 1st level character with his starting equipment than have a high leveler with none. (Especially MUs if the spellbook and component rules were adhered to.)
 
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As for the kill your own character rather than let him become a slave, the early editions of D&D made that more attractive because you could roll up a new one quickly. Usually far more quickly than the other characters would take to free themselves.

So if the characters were low level it made a lot of sense. At high levels it still might make more sense to have a 1st level character with his starting equipment than have a high leveler with none. (Especially MUs if the spellbook and component rules were adhered to.)

Not if you're playing Rolemaster or Fantasy Hero. That only works with a really easy game system. Very early D&D pre kits/Skills and Powers and maybe 1st or 2nd ed Warhammer.
 



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