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character death?
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<blockquote data-quote="jgsugden" data-source="post: 9256934" data-attributes="member: 2629"><p>My point was that the storytelling is better without fabrication and twisting to keep the heroes alive. Players almost always know when you pull your punches - and that takes away from the game. They'd usually rather have their PC die than realize they're immortal due to story armor.</p><p></p><p>To put it another way: The game is written through three types of influences - the creations of the DM, the choices of the players, and the luck of the dice. If the DM cheats to protect the PCs from both the luck of the dice and the (bad) choices of the players, then the game is only a production of the DM playing with him (or her) self. </p><p></p><p>As a player, I'd <em>much</em> rather see my PC die than be artificially saved by the DM. </p><p></p><p>That being said, if there is a reason for the bad guy to kidnap the PCs and it <em>organically</em> comes to pass - that might happen. And I have, when creating an encounter, thought about elements along those lines as an escape hatch ... but if I decide to build it into the situation, I strive to set it up so that it is organic when it comes to pass and not an "out of the blue" deus ex machina save of the PCs. There needs to be hints and foreshadowing so that the PCs can maneuver towards it rather than have the situation save them unexpectedly.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9256934, member: 2629"] My point was that the storytelling is better without fabrication and twisting to keep the heroes alive. Players almost always know when you pull your punches - and that takes away from the game. They'd usually rather have their PC die than realize they're immortal due to story armor. To put it another way: The game is written through three types of influences - the creations of the DM, the choices of the players, and the luck of the dice. If the DM cheats to protect the PCs from both the luck of the dice and the (bad) choices of the players, then the game is only a production of the DM playing with him (or her) self. As a player, I'd [I]much[/I] rather see my PC die than be artificially saved by the DM. That being said, if there is a reason for the bad guy to kidnap the PCs and it [I]organically[/I] comes to pass - that might happen. And I have, when creating an encounter, thought about elements along those lines as an escape hatch ... but if I decide to build it into the situation, I strive to set it up so that it is organic when it comes to pass and not an "out of the blue" deus ex machina save of the PCs. There needs to be hints and foreshadowing so that the PCs can maneuver towards it rather than have the situation save them unexpectedly. [/QUOTE]
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