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Character Death and GM Force
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<blockquote data-quote="pemerton" data-source="post: 6197222" data-attributes="member: 42582"><p>I think what Li Shenron says is pretty consistent, as a GMing technique, with what I described in my post.</p><p></p><p>13th Age has an interesting rule:</p><p></p><p style="margin-left: 20px">Fleeing is a party action rather than an individual action. At any point, on any PC’s turn, any player can propose that the fight is going so badly that the characters have to flee. If all of the other players agree, the heroes beat a hasty and successful retreat, carrying any fallen heroes away with them. In exchange for this extraordinarily generous retreating rule, the party suffers a campaign loss. At the GM’s discretion, something that the party was trying to do fails in a way that going back and finishing off those enemies later won’t fix.</p><p></p><p>I think this is another variant on that same general approach, but even more focused on player choices: up front and transparent without fudging the action resolution rules, and letting the players choose what is important to them in story terms, and what story sacrifices are they willing to risk in order to keep their PCs alive.</p><p></p><p>I like all these approaches better than the examples of GM force in the OP.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6197222, member: 42582"] I think what Li Shenron says is pretty consistent, as a GMing technique, with what I described in my post. 13th Age has an interesting rule: [indent]Fleeing is a party action rather than an individual action. At any point, on any PC’s turn, any player can propose that the fight is going so badly that the characters have to flee. If all of the other players agree, the heroes beat a hasty and successful retreat, carrying any fallen heroes away with them. In exchange for this extraordinarily generous retreating rule, the party suffers a campaign loss. At the GM’s discretion, something that the party was trying to do fails in a way that going back and finishing off those enemies later won’t fix.[/indent] I think this is another variant on that same general approach, but even more focused on player choices: up front and transparent without fudging the action resolution rules, and letting the players choose what is important to them in story terms, and what story sacrifices are they willing to risk in order to keep their PCs alive. I like all these approaches better than the examples of GM force in the OP. [/QUOTE]
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Character Death and GM Force
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