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Dice Fudging and Twist Endings
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<blockquote data-quote="iserith" data-source="post: 8960835" data-attributes="member: 97077"><p>Great comments. In a D&D 5e context, I've run a few games where death was taken off the table because I didn't think it fit with the theme. One campaign was a very pulpy Eberron serial hero game, and the other was a D&D/supers mashup. So the rule there was that you're just taken out of the scene if you "die," perhaps with a lingering penalty to work off afterward, but otherwise, you're alive and kicking. That is, unless the player assessed the situation and thought it would sell more pulp to die (and, of course, come back in some future surprising way).</p><p></p><p>And in another game, a one-shot in this case, it was set up so that death was actually beneficial - dying honorably gave you double the points you would normally get for other milestones, which made it easier for you to get into Valhalla. So that was fun to see how players would try to have their characters die in awesome ways before the session's end to grab those points.</p><p></p><p>But also, I'm sure avoiding character death isn't the only incentive to fudge. There's also the matter of preserving a plot the DM planned in advance, whether that be the overall plot of the villains doing their thing or the subplots based around the characters' backstories. I don't do either of these things (or rather, I don't care about them be derailed), so I have no need to fudge here. And in the event I did run these kinds of games, again, I would take death off the table so that there was nothing that could prevent us from exploring those plots and subplots to their fullest.</p></blockquote><p></p>
[QUOTE="iserith, post: 8960835, member: 97077"] Great comments. In a D&D 5e context, I've run a few games where death was taken off the table because I didn't think it fit with the theme. One campaign was a very pulpy Eberron serial hero game, and the other was a D&D/supers mashup. So the rule there was that you're just taken out of the scene if you "die," perhaps with a lingering penalty to work off afterward, but otherwise, you're alive and kicking. That is, unless the player assessed the situation and thought it would sell more pulp to die (and, of course, come back in some future surprising way). And in another game, a one-shot in this case, it was set up so that death was actually beneficial - dying honorably gave you double the points you would normally get for other milestones, which made it easier for you to get into Valhalla. So that was fun to see how players would try to have their characters die in awesome ways before the session's end to grab those points. But also, I'm sure avoiding character death isn't the only incentive to fudge. There's also the matter of preserving a plot the DM planned in advance, whether that be the overall plot of the villains doing their thing or the subplots based around the characters' backstories. I don't do either of these things (or rather, I don't care about them be derailed), so I have no need to fudge here. And in the event I did run these kinds of games, again, I would take death off the table so that there was nothing that could prevent us from exploring those plots and subplots to their fullest. [/QUOTE]
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