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Climactic Sacrifice of PCs
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<blockquote data-quote="Janx" data-source="post: 5459009" data-attributes="member: 8835"><p>I don't think feeding the thread forker's going to help. I already made that mistake.</p><p></p><p>back on topic, thus far, I see 5 stereotypes for PC sacrifice:</p><ul> <li data-xf-list-type="ul">jump on grenade to save others</li> <li data-xf-list-type="ul">hold the roof up so the others can escape</li> <li data-xf-list-type="ul">stay behind to trigger the detonator</li> <li data-xf-list-type="ul">sacrifice to seal the demon</li> <li data-xf-list-type="ul">hold them back while others bar the door</li> </ul><p></p><p>I think the variations of these don't matter. That's just thematic flavor-sauce. What I'm interested in is identifying more unique stereotypes.</p><p></p><p>From there, what would be useful to a GM is how to setup those situations so the player COULD have the opportunity to do sacrifice themselves.</p><p></p><p>From a GMing "best practices" view, here's what I think:</p><p>a GM isn't required to give advance warning on a sacrifice being required. Some of these are more spontaneous, others are contrived situations by the GM. </p><p></p><p>However, in the contrived situation scenarioes, it may go over better if there was in-game warnings, prophecies, etc. Furthermore, the GM must not fall into the trap of thinking it is the only viable solution. The players may come up with something better.</p></blockquote><p></p>
[QUOTE="Janx, post: 5459009, member: 8835"] I don't think feeding the thread forker's going to help. I already made that mistake. back on topic, thus far, I see 5 stereotypes for PC sacrifice: [LIST] [*]jump on grenade to save others [*]hold the roof up so the others can escape [*]stay behind to trigger the detonator [*]sacrifice to seal the demon [*]hold them back while others bar the door [/LIST] I think the variations of these don't matter. That's just thematic flavor-sauce. What I'm interested in is identifying more unique stereotypes. From there, what would be useful to a GM is how to setup those situations so the player COULD have the opportunity to do sacrifice themselves. From a GMing "best practices" view, here's what I think: a GM isn't required to give advance warning on a sacrifice being required. Some of these are more spontaneous, others are contrived situations by the GM. However, in the contrived situation scenarioes, it may go over better if there was in-game warnings, prophecies, etc. Furthermore, the GM must not fall into the trap of thinking it is the only viable solution. The players may come up with something better. [/QUOTE]
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