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Chance of PC Failure
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<blockquote data-quote="JamesonCourage" data-source="post: 5804177" data-attributes="member: 6668292"><p> <ul> <li data-xf-list-type="ul">If I, as a GM, use a "world will end" event in my campaign, I am prepared to end the world if they have a TPK. I actually don't have this specific event in my games, but anything similar ("the ghost lich obtaining a magical item that dispels his one weakness as long as he possess it") I definitely follow through with without hesitation.</li> <li data-xf-list-type="ul">If a PC dies because of the dice, he dies. Since it's a point-buy game, players can always spend character points at any point to help save their character. I also use Luck Points to help give them some sway in dangerous situations. If everything fails, they die.</li> <li data-xf-list-type="ul">I have no real preference on PC turnover rate, but I definitely want there to be the possibility when danger is present. If the PCs earn a win in a dangerous situation, it's because <em>they earned it</em>. A PC tends to die once a month, on average.</li> <li data-xf-list-type="ul">I definitely prefer it when there is a real chance of actual mission failure, and real consequences for PC actions. While the newest player (who is 23 and plays AD&D with some older gentlemen) thinks I'm more liberal about PC death than his friends, he much prefers my style of play.</li> </ul></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5804177, member: 6668292"] [LIST] [*]If I, as a GM, use a "world will end" event in my campaign, I am prepared to end the world if they have a TPK. I actually don't have this specific event in my games, but anything similar ("the ghost lich obtaining a magical item that dispels his one weakness as long as he possess it") I definitely follow through with without hesitation. [*]If a PC dies because of the dice, he dies. Since it's a point-buy game, players can always spend character points at any point to help save their character. I also use Luck Points to help give them some sway in dangerous situations. If everything fails, they die. [*]I have no real preference on PC turnover rate, but I definitely want there to be the possibility when danger is present. If the PCs earn a win in a dangerous situation, it's because [I]they earned it[/I]. A PC tends to die once a month, on average. [*]I definitely prefer it when there is a real chance of actual mission failure, and real consequences for PC actions. While the newest player (who is 23 and plays AD&D with some older gentlemen) thinks I'm more liberal about PC death than his friends, he much prefers my style of play. [/LIST] [/QUOTE]
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