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<blockquote data-quote="The Shaman" data-source="post: 2916424" data-attributes="member: 26473"><p>I couldn't agree less.</p><p></p><p>I prefer to play with game masters who let the dice fall where they may - if s/he is concerned about not killing a character during a particular encounter, then don't design an encounter where death is on the line should the player come up with a string of natural ones. This "dramatic moment" or "big final fight" stuff leaves me cold - design the encounters and leave the storytelling to the players after the battle is fought, the dragon slain, the princess saved, the treasure vault looted...and if my character falls in a pit and gets impaled on a half-dozen spears just outside the dragon's lair, then that is (1) the luck of the dice and (2) your poor choice to put a lethal trap at that spot.It sounds more like the story that <strong>Keifer113</strong> makes, and we're not allowed to mess with it by dying at an "inopportune" moment.Miss out on what exactly? "Oh, I didn't really mean for you to get killed crossing that raging river - that was just to heighten the drama." "Really? It was already plenty dramatic for me when I had to make the Swim checks or die."</p><p></p><p>As you say, the fun is in facing the challenge - if the challenge isn't real (that is, lacks meaningful consequences), then the fun is significantly lessened.</p><p></p><p>Oh, and if a player lavishes so much attention on a character that s/he isn't willing to see the character die in the first round of the first encounter, then that character should take up a quiet life behind high town walls, maybe doing needlepoint or haberdashery. Adventuring is dangerous - get rich, or die trying.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2916424, member: 26473"] I couldn't agree less. I prefer to play with game masters who let the dice fall where they may - if s/he is concerned about not killing a character during a particular encounter, then don't design an encounter where death is on the line should the player come up with a string of natural ones. This "dramatic moment" or "big final fight" stuff leaves me cold - design the encounters and leave the storytelling to the players after the battle is fought, the dragon slain, the princess saved, the treasure vault looted...and if my character falls in a pit and gets impaled on a half-dozen spears just outside the dragon's lair, then that is (1) the luck of the dice and (2) your poor choice to put a lethal trap at that spot.It sounds more like the story that [b]Keifer113[/b] makes, and we're not allowed to mess with it by dying at an "inopportune" moment.Miss out on what exactly? "Oh, I didn't really mean for you to get killed crossing that raging river - that was just to heighten the drama." "Really? It was already plenty dramatic for me when I had to make the Swim checks or die." As you say, the fun is in facing the challenge - if the challenge isn't real (that is, lacks meaningful consequences), then the fun is significantly lessened. Oh, and if a player lavishes so much attention on a character that s/he isn't willing to see the character die in the first round of the first encounter, then that character should take up a quiet life behind high town walls, maybe doing needlepoint or haberdashery. Adventuring is dangerous - get rich, or die trying. [/QUOTE]
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