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Confessions of a guilty conscience DM
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<blockquote data-quote="Drudenfusz" data-source="post: 6511774" data-attributes="member: 73113"><p>I don't feel guilty by the decisions I make as a game master, and do not regret anything. Sure, I am not completely ruthless, I avoid railroading or touching the stats of the characters in a permanent way (except in one-shot horror adventures, where it is clear from the beginning that horrible stuff might happen to the characters). I don't mind executing a TPK, my players know that with having a sandbox that some stuff might be too much for them to take, I also love horror and intruigue, and both of those genres can have nasty surprises for reckless adventurers. I tell that new players and my old friends with which I play now for many years know what to expect, so there is usually not that much drama should a character die (or have a worse fate than that). The trick is to make the players feel like it is their fault that this happened, and foreshadowing the possible doom into different directions or giving them a hint of what storm is coming help a lot in this regard. Giving the players a old legend about the castle they are about to enter at the entrence, which includes a clue of what they should avoid, so that when they doesn't heed it, it becomes their own doom they brought on themselves. Guess one could call my approach to game mastering as hard but fair.</p></blockquote><p></p>
[QUOTE="Drudenfusz, post: 6511774, member: 73113"] I don't feel guilty by the decisions I make as a game master, and do not regret anything. Sure, I am not completely ruthless, I avoid railroading or touching the stats of the characters in a permanent way (except in one-shot horror adventures, where it is clear from the beginning that horrible stuff might happen to the characters). I don't mind executing a TPK, my players know that with having a sandbox that some stuff might be too much for them to take, I also love horror and intruigue, and both of those genres can have nasty surprises for reckless adventurers. I tell that new players and my old friends with which I play now for many years know what to expect, so there is usually not that much drama should a character die (or have a worse fate than that). The trick is to make the players feel like it is their fault that this happened, and foreshadowing the possible doom into different directions or giving them a hint of what storm is coming help a lot in this regard. Giving the players a old legend about the castle they are about to enter at the entrence, which includes a clue of what they should avoid, so that when they doesn't heed it, it becomes their own doom they brought on themselves. Guess one could call my approach to game mastering as hard but fair. [/QUOTE]
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