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Dealing with paranoid players
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<blockquote data-quote="S'mon" data-source="post: 5644204" data-attributes="member: 463"><p>Further to this, if the players are not too clinically paranoid, one thing that can help is to use Fate Points like those in Warhammer RPG or OGL Conan - the player has a "You won't die" resource they can spend at their option. It does not totally negate the possibility of death, but it means the player can choose for their PC not to die from a particular slip-up. If you're running a meatgrinder AP then Fate Points seem a particularly good idea to me; there is still a gamist challenge in seeing if you can make it to the end of the AP, but the Fate Points give a buffer.</p><p></p><p>In Conan you start with 3 and can gain more from special achievements, I also give them out if the PCs are arbitrarily 'screwed over by Fate' - starting an adventure washed up on a beach after a shipwreck or in jail after a cutscene, for instance.</p></blockquote><p></p>
[QUOTE="S'mon, post: 5644204, member: 463"] Further to this, if the players are not too clinically paranoid, one thing that can help is to use Fate Points like those in Warhammer RPG or OGL Conan - the player has a "You won't die" resource they can spend at their option. It does not totally negate the possibility of death, but it means the player can choose for their PC not to die from a particular slip-up. If you're running a meatgrinder AP then Fate Points seem a particularly good idea to me; there is still a gamist challenge in seeing if you can make it to the end of the AP, but the Fate Points give a buffer. In Conan you start with 3 and can gain more from special achievements, I also give them out if the PCs are arbitrarily 'screwed over by Fate' - starting an adventure washed up on a beach after a shipwreck or in jail after a cutscene, for instance. [/QUOTE]
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