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Climactic Sacrifice of PCs
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<blockquote data-quote="pemerton" data-source="post: 5456944" data-attributes="member: 42582"><p>I'm not sure I entirely follow this, but you seem to be saying that players have options as to whether or not to have their PCs engage with particular tactical situations - combats or traps - but that bigger questions for the game, like where the PCs will go and what their objectives will be when they get there, are under the GM's control.</p><p></p><p>That doesn't reflect how I run my game. Nor does it sound like a sandbox. It sounds more like adventure path play. I would agree that, if you're running an adventure path, then mandating PC sacrifice at the conclusion of the path would probably not be a good idea.</p><p></p><p>I don't think I fully follow this, either, but it looks like you are saying that random PC deaths are OK, but deaths that result from the players' engagement with the unfolding story of the game are not.</p><p></p><p>It's complicated by the fact that you seem to be treating this as something primarily under the GM's control, whereas the choice of whether or not to sacrifice a PC would normally, I think, be under the players' control (unless you're talking about a very tightly scripted adventure path).</p></blockquote><p></p>
[QUOTE="pemerton, post: 5456944, member: 42582"] I'm not sure I entirely follow this, but you seem to be saying that players have options as to whether or not to have their PCs engage with particular tactical situations - combats or traps - but that bigger questions for the game, like where the PCs will go and what their objectives will be when they get there, are under the GM's control. That doesn't reflect how I run my game. Nor does it sound like a sandbox. It sounds more like adventure path play. I would agree that, if you're running an adventure path, then mandating PC sacrifice at the conclusion of the path would probably not be a good idea. I don't think I fully follow this, either, but it looks like you are saying that random PC deaths are OK, but deaths that result from the players' engagement with the unfolding story of the game are not. It's complicated by the fact that you seem to be treating this as something primarily under the GM's control, whereas the choice of whether or not to sacrifice a PC would normally, I think, be under the players' control (unless you're talking about a very tightly scripted adventure path). [/QUOTE]
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