Confessions of a Killer DM

MerricB

Eternal Optimist
Supporter
The ettin jumps up and down on your corpses before throwing them into the pot to make some soup. Guys? Did you even think about running away?

My players are well aware of my character-killing tendencies. They discovered them in the very first session I ran of the first 3E campaign (back in mid 2000). In that session, the Player Known as Gofa lost his character to a giant spider. It was Gofa's first session.

If the players are introduced to the ground rules of a campaign early on, it helps set the tone for the rest of the game. Obviously, in my games, you have to be careful or your character will suffer an unfortunate fate. No fudging of the dice rolls here!

We charge the trolls!

That isn't strictly true, however. I "fudge" dice rolls and situations quite a bit. If I didn't, the PCs would die even more than they do currently. Why are they acting so foolishly?

One of the important tasks of the DM is to communicate the fantasy world to the players. If a player character sees a troll, and the troll is a danger to the PC, it should be incumbent on the DM to let the player know about it. This is something that I find difficult.

Is it that my players aren't listening, or is it because I'm not being clear enough? Saying "your character feels frightened" impinges on their ability to dictate their character's reactions (as opposed to magical fear effects).

There must be players that can pick up a DM's signals better than others, and say to the others, "Hey, people - I think that the trolls will be too tough for us!" And indeed, I believe that some of that breed of player has indeed played in my campaign from time to time...

Where are the dice? I need to roll up another character!

Conversely, you have the player whose character has a death wish. Either because they're bored, or they've come up with a better character concept, or because they didn't listen (again!) to what you were saying; you have a player whose characters die again, and again, and again.

Perhaps they'll grow out of it. Perhaps they'll continue in there ways. I just have to remember to not pin any important plot points on their characters, because it won't survive their latest attack of stupidity.

Bodaks are that tough? Sorry guys. Well, at that point you wake up...

There is always DM error, of course. When you send a group of first level characters up against a Great Wyrm Red, with no way of escaping it, and you don't quite realise until you have a TPK...

It has almost happened on a couple of occasions, when I was just that little bit late in realising what I'd done. Luckily, one or two of the PCs always managed to survive, and they were high enough level for certain deities to owe them favours. Or to need a favour done for them, close enough!

Still, it's an uncomfortable feeling, to know that the last year of campaigning has almost been destroyed because of one "tiny little error".

You walked straight into a disintegration field, then failed your save. Did it ever occur to you to search the area?

One of the oddities of the past four years is the number of PC deaths I've actually racked up - I think it's past 60 now - when I compare it to my pre-3E days. Back in the "good old days", I didn't kill PCs. They just didn't die.

Does this mean that 3E rots the brains of the players and that they are more prone to stupid behaviour?

I doubt it. I think there are system related issues here, but they are more reliant on my perception of the system, not theirs.

Back in my 1E/2E days, a character in the game would never get raised. It just wasn't an option. In 3E, it's a lot more friendlier to such a style of play - although I've also been reading a lot more of Steven Brust's Vlad Taltos books.

Then too, the rapid progression of a character through the levels means I'm not so reluctant to start a new PC at 1st level, even when the other characters are at 7th level - they'll catch up. Even though, rationally, I know now that I could do that under the 1E system as well, I didn't.

Did you even think about how you were going to get out of here?

There is one feature (suggestion?) of 1E that I retain, and that I've just referred to: starting new characters at 1st level. In fact, I'm not dogmatic about it; I've often allowed the players to begin at above first level. However, my preference is for a new character to begin the game at 1st level, with all the development and experiences that implies for the future.

It is, however, a feature of 1E that I believe is at odds at how we play the game today. My impression is that during the development of 1E, Gary and his friends were playing every day! Thus, if a character had to start anew, it was less of a problem for them than it is for us, who player once a week or once a fortnight.

So then, starting characters at higher levels, and a much easier job of raising characters from the dead. Both developments that, I think, are more a reaction to the fact that we don't play as often, rather than a lack of skill on the part of the players.

Xanetia scans over your faces... "But where is Starlin?" she asks.

If there's anything at odds with me being a Killer DM, it's my love of ongoing stories. Killing off a PC can really wreck the story I'm creating with my players. Especially when that story involves a bunch of secrets that would have been revealed if the PC had lived.

The way I DM, I tend to begin with few ideas about the PCs and their backstories, and then develop more and more as the campaign progresses. So, early in a campaign I can kill them off and not worry about it. Later on, it becomes more problematic. Hmm. However, I don't want to abandon the sense of dread that the players might feel against a dangerous foe.

Raise dead is great, but isn't always possible. So, the fudging of the rolls and situations comes back - mostly. There comes a time when the stupidity of a player is just too much, and I notch another dead character up to my Killer DM-hood.

There are balancing acts required in all D&D games. In mine, one of the main ones is that between keeping the PCs alive and keeping the game interesting.

Anyway, I hope you've enjoyed these musings - and feel free to debate the ramifications of Character Death and how it has changed in 3E all you like!

Cheers!
 
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I used to DM the same way but our group has since discovered that it's more fun to keep PCs alive - barring some incredibly stupid act or metagaming. Creating new characters all the time gets boring fast and discourages players from developing their character to any degree of death.

I'd say chill out on the death aspect. They know you're the DM, you don't have to prove it. Besides, who wants to play a character that runs away all the time? It's more fun to act like a hero (and possibly die like one)...
 
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Oh, character death isn't that common - recently, it's hardly happened at all, though I think playing only once per fortnight has a significant influence on that.

Back when I was playing once per week, I think it was one PC death per four sessions on average, and many of those were raised.

I occasionally see a player play a character type they really don't know how to play and die as a result - or intentionally to start a new character.

I do think that the fear of failure (possibly death) should be a part of the game, though - even if it's not death, some penalty for failing keeps the players entertained.

Cheers!
 
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One of our players (in fact, the wife of our regular GM) HATES making characters. She'll do it, but it's a serious ordeal, and as our group tends to collaborate on character creation at the start of games in order to make sure all the PCs have a reason to hang out together, it's an ordeal the rest of us take very seriously.

And yet the most entertaining combats we've done are the ones that we just barely survived. Trying to find the right sense of danger without having to deal with dead PCs at the end is really, really tricky. Generally, I think we err on the side of keeping characters alive just because it's easier.

So obviously, I've fudged the dice a few times. More often, I fudge the tactics of the opponents, having them make somewhat iffy decisions or react emotionally rather than logically, letting the PCs get an edge that they can exploit when it turns out that my NPCs are slaughtering them. I give characters chances to spot traps or get hints a lot, even when running published adventures which seem to frown on the idea that the PCs should get any warning or information about anything.

I'm also fond of fates-worse-than-death (though not as much as some of our other GMs ;) )...you know, situations where failure doesn't mean the character dies, it just means something really horrible happens and then the character has to react to that. I'm not the only player in our group who actually gets more tense about those things than about dying in combat, so it helps replace some of the tension that remorselessly lethal games have.

And I don't feel all that bad about doing these things and not just letting characters die, to be perfectly honest. I don't think anyone else who runs games in our group does, either. It keeps the game going, everyone has fun, and if we get it right, we almost lose but somehow manage to squeak out a victory anyway. Plus, no more character creation, we get to have continuing storylines, and we get to roleplay really bad situations that go deeper than "this can kill you."

--
not a bad deal for us
ryan
 

Make them write at least 2 pages worth of character history. They will actively try to keep them alive. At least that's what I've found.
 

Mystery Man said:
Make them write at least 2 pages worth of character history. They will actively try to keep them alive. At least that's what I've found.
Better yet, make them write at least 2 pages worth of character history, then kill them anyway. That'll learn 'em. :)
 

Y'know, I don't mean to kill my parties, but they just keep throwing themselves into the monsters' maw, with the NPCs in the group the whole time crying, "Run away! Run away!"

It's ... surreal.

-The Gneech :uhoh:
 

I probably kill more than 1 PC/4 sessions, and I don't consider myself a killer GM. I did recently have a stretch where I killed 7 PCs & a cohort in 3 sessions though, and I started to wonder. :)
I never fudge die rolls and I don't really fudge monster tactics; although monsters may under or overestimate PCs it should be for plausible reasons. I do think 3e is much less forgiving than previous editions, it's very easy for a mistake to get pcs killed.
 

I tend to be a bit of a player character killer myself. There was this one adventure with a deck of many things and a card attatched to the door. You wanted to advance through a door draw a card. Yeah everyone of them died and there were seven.

But since d20 I haven't been as bad but then again I give goblins scythes(x4 crit baby). Obviously your players aren't listening , or don't care. Try motivating them with a story based issue. I don't know if they're just thick kill away I say.

The Seraph of Earth and Stone
 

Killer DM? My players die all the time. We're running a now high level religious crusade camapign. The whole lot of them are LG, half are paladins, and they are all prepared to give their lives to serve the cause (prevent Orcus from taking over the Forgotten Realms, heh heh heh). We just brought a guy back as a risen matyr, another one got a free True Res from Torm after he died gloriously in combat vs Frost Giants, and so on. True Res is relativly cheap even around 8-10th level or so.

Now, in their defense, I do like to run combats pretty close to the bone. Every now and then I get really creative and set elaborate traps for them that their enemies (and they are many) have worked out. Someone almost ALWAYS dies at these, because the PC's are often not prepared. Just part of doing business in an heroic world. But they love the tough, complicated, strategy based combats (and so do I). It all works out for us, I think.

PS: Not much of a die fudger, unless I grossly overestimated the power of an encounter, then I give them an out to escape, but not usually win.
 

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