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Death Spiral vs Starting at 1st Level - X-post from 'Death by Infelicitas'
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<blockquote data-quote="Agamon" data-source="post: 6004454" data-attributes="member: 184"><p>I'm just starting my ACKS game and we'll be playing this way. The game has a rule that is you if you blow money on things that don't really help your PC, 90% of it's value becomes XP for your next PC. And money can be important in ACKS, so it's not an easy choice either. You can also take over a henchman, as in LL.</p><p></p><p>Being raised from the dead in the ACKS involves a roll on a chart that may bring you back not quite the same as before you died, or not at all, and the more you get raised the worse it gets.</p><p></p><p>Death needs to be something to be concerned about, in my opinion. I had a player play with 11 different PCs when I ran RttToEE a few years back. He just kept dying and making a new PC (my rule was -1 level to the lowest level PC alive in the party). I don't think he cared that he kept dying, it just let him make new PCs.</p><p></p><p>I think the key to this line of thought is how you play. The OSR movement isn't just about player agency or simpler rule systems. How the players approach each encounter is important, as well. In my 3e games, if a monster was met, 90% of the time it was fight time. </p><p></p><p>But not every encounter in a sandbox game should be assumed to come to a fight. Especially when a 1st level party is doing some wildness exploring and a dragon flies by. They probably don't want to engage unless they're suicidal.</p><p></p><p>I'm making sure my players understand that the game is about exploration and survival, not kicking the ass of everything they come across. Live to fight another day, and all that.</p></blockquote><p></p>
[QUOTE="Agamon, post: 6004454, member: 184"] I'm just starting my ACKS game and we'll be playing this way. The game has a rule that is you if you blow money on things that don't really help your PC, 90% of it's value becomes XP for your next PC. And money can be important in ACKS, so it's not an easy choice either. You can also take over a henchman, as in LL. Being raised from the dead in the ACKS involves a roll on a chart that may bring you back not quite the same as before you died, or not at all, and the more you get raised the worse it gets. Death needs to be something to be concerned about, in my opinion. I had a player play with 11 different PCs when I ran RttToEE a few years back. He just kept dying and making a new PC (my rule was -1 level to the lowest level PC alive in the party). I don't think he cared that he kept dying, it just let him make new PCs. I think the key to this line of thought is how you play. The OSR movement isn't just about player agency or simpler rule systems. How the players approach each encounter is important, as well. In my 3e games, if a monster was met, 90% of the time it was fight time. But not every encounter in a sandbox game should be assumed to come to a fight. Especially when a 1st level party is doing some wildness exploring and a dragon flies by. They probably don't want to engage unless they're suicidal. I'm making sure my players understand that the game is about exploration and survival, not kicking the ass of everything they come across. Live to fight another day, and all that. [/QUOTE]
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Death Spiral vs Starting at 1st Level - X-post from 'Death by Infelicitas'
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