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DM Schticks That Grind Your Gears
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<blockquote data-quote="Agent Oracle" data-source="post: 2927559" data-attributes="member: 40076"><p>And Luke's X-wing couldn't take another pass form Vader's Tie fighter. If Han & Chewie hadn't been there, the Deathstar wouldn't have been destroyed.</p><p></p><p></p><p></p><p>Depends on your definition of "endgame". Having "random adventurer" wander in on the elemental plane of fire, far from the brass city, prepared to deal with the BBEG... is a bit difficult, but not impossible. He could be the victim of a prismatic spray plane-shift. Or a native of that plane (if he can take the level adjustment for that dwarf-like race on the fire plane), or another option which I have yet to think of. Point is, it can be done without destroying the suspention of disbelief.</p><p></p><p></p><p></p><p>Does the phrase "We can use all the help we can get" mean nothing to you?</p><p></p><p></p><p></p><p>Respawning in mid-pitched battle: I can understand being against that. You can take the duration of the battle to roll up a new character. Pick out his gear, and shift around his skills.</p><p></p><p>But what kind of battle takes the entire duration of a game night? I mean, typical gamers meet for, what, four hours a week? give or take. I know there are lots out there with more frequent or less frequent games. A normal sized adventuring party can run through even an especially difficult large-setpiece combat in about an hour... what kind of combat takes several sessions to complete?</p><p></p><p></p><p></p><p>I believe that the DM owes the players nothing more than his best effort to run the game fairly and make sure everyone has a chance to have fun. Good games make themselves. I've seen players rant and rave about a campaign set in a militaristic totalitarian regime wherein the players started out as fugitives who were running for their lives from the secret police. I've Played in a game where there were two TPK's in the span of three weeks It was just a module run, but i'll be danged if we didn't have fun!</p><p></p><p> </p><p></p><p>(shrug) sounds to me like that GM wasn't... what's the word i'm looking for... very good? If you <em>had</em> to be raised, because he wouldn't let you bring in a new character into the game, that was his fault. If you really couldn't rest, because of... i don't know, all time in the universe stopping? Also his fault. </p><p></p><p>If you were so attached to the defective character (14 hp? seriously, that's a lousy con score), well, that's not a good thing either.</p><p></p><p>...</p><p></p><p>Actually, he sounds kinda familiar. He wasn't partial to randomly applying templates to characters after their character creation, was he? Did he have a mutation table?</p><p></p><p></p><p></p><p>But, you're making your own point, against yourself. You are arguing in favor of not introducing new characters. You then provide us with an example of one weak character you were playing, who apparently had very low hp and, instead of letting him stay dead, you waited for resurection and took the negative level (several times from my impression of your article), and how much YOU disliked it. How is telling a player "go home, you're dead" conductive towards letting the players make their own story?</p></blockquote><p></p>
[QUOTE="Agent Oracle, post: 2927559, member: 40076"] And Luke's X-wing couldn't take another pass form Vader's Tie fighter. If Han & Chewie hadn't been there, the Deathstar wouldn't have been destroyed. Depends on your definition of "endgame". Having "random adventurer" wander in on the elemental plane of fire, far from the brass city, prepared to deal with the BBEG... is a bit difficult, but not impossible. He could be the victim of a prismatic spray plane-shift. Or a native of that plane (if he can take the level adjustment for that dwarf-like race on the fire plane), or another option which I have yet to think of. Point is, it can be done without destroying the suspention of disbelief. Does the phrase "We can use all the help we can get" mean nothing to you? Respawning in mid-pitched battle: I can understand being against that. You can take the duration of the battle to roll up a new character. Pick out his gear, and shift around his skills. But what kind of battle takes the entire duration of a game night? I mean, typical gamers meet for, what, four hours a week? give or take. I know there are lots out there with more frequent or less frequent games. A normal sized adventuring party can run through even an especially difficult large-setpiece combat in about an hour... what kind of combat takes several sessions to complete? I believe that the DM owes the players nothing more than his best effort to run the game fairly and make sure everyone has a chance to have fun. Good games make themselves. I've seen players rant and rave about a campaign set in a militaristic totalitarian regime wherein the players started out as fugitives who were running for their lives from the secret police. I've Played in a game where there were two TPK's in the span of three weeks It was just a module run, but i'll be danged if we didn't have fun! (shrug) sounds to me like that GM wasn't... what's the word i'm looking for... very good? If you [i]had[/i] to be raised, because he wouldn't let you bring in a new character into the game, that was his fault. If you really couldn't rest, because of... i don't know, all time in the universe stopping? Also his fault. If you were so attached to the defective character (14 hp? seriously, that's a lousy con score), well, that's not a good thing either. ... Actually, he sounds kinda familiar. He wasn't partial to randomly applying templates to characters after their character creation, was he? Did he have a mutation table? But, you're making your own point, against yourself. You are arguing in favor of not introducing new characters. You then provide us with an example of one weak character you were playing, who apparently had very low hp and, instead of letting him stay dead, you waited for resurection and took the negative level (several times from my impression of your article), and how much YOU disliked it. How is telling a player "go home, you're dead" conductive towards letting the players make their own story? [/QUOTE]
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