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Do PCs at your table have script immunity?
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<blockquote data-quote="pming" data-source="post: 8476759" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>It's not my job to keep a D&D character alive (PC or NPC). It's my job to provide a "realistically predictable fantasy setting the Players an rely on in order to make reasonable decisions for their PC's...barring 'unusual circumstances'". It is through this "believability in the world" that I defer to that lets the Players tell the story of their Characters; I'm only here to facilitate the unfolding of the ever-changing narrative. ... ... This means I don't "save" characters from death. And my Players know it. So they are cautious when they should be, bold when they think they have the edge, and run for the hills when they know they are overmatched.</p><p></p><p>Basically... I'm a "Killer DM" by todays standards.</p><p></p><p>EDIT: That said, this is only for D&D type games and most others that don't make some other method of "PC survivability" desirable. For example, PC's don't die without the Players approval AND group acceptance of that death when I run my "SUPERS!" campaign (superhero RPG), or my MSHAS (Marvel RPG; "FASERIP" version from the 80's). Some sci-fi games are "PC death if it makes sense"; Star Frontiers, The Expanse, and Alternity fit into this. And some fantasy/other RPG's where PC creation is in-depth and involved I will often use "Fate Points" where the Player has a finite amount of "Get out of Jail/Death Free" points... IF they can work in a survivable narrative; HARP, Rolemaster and Harnmaster come to mind. But usually...I err towards "Let the Dice fall where they may..." type of GM'ing.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 8476759, member: 45197"] Hiya! It's not my job to keep a D&D character alive (PC or NPC). It's my job to provide a "realistically predictable fantasy setting the Players an rely on in order to make reasonable decisions for their PC's...barring 'unusual circumstances'". It is through this "believability in the world" that I defer to that lets the Players tell the story of their Characters; I'm only here to facilitate the unfolding of the ever-changing narrative. ... ... This means I don't "save" characters from death. And my Players know it. So they are cautious when they should be, bold when they think they have the edge, and run for the hills when they know they are overmatched. Basically... I'm a "Killer DM" by todays standards. EDIT: That said, this is only for D&D type games and most others that don't make some other method of "PC survivability" desirable. For example, PC's don't die without the Players approval AND group acceptance of that death when I run my "SUPERS!" campaign (superhero RPG), or my MSHAS (Marvel RPG; "FASERIP" version from the 80's). Some sci-fi games are "PC death if it makes sense"; Star Frontiers, The Expanse, and Alternity fit into this. And some fantasy/other RPG's where PC creation is in-depth and involved I will often use "Fate Points" where the Player has a finite amount of "Get out of Jail/Death Free" points... IF they can work in a survivable narrative; HARP, Rolemaster and Harnmaster come to mind. But usually...I err towards "Let the Dice fall where they may..." type of GM'ing. ^_^ Paul L. Ming [/QUOTE]
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