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and having a PC die from a random encounter breaks the suspension of disbelief for me.clockworkjoe said:Giving the PCs any form of plot immunity stills breaks the suspension of disbelief that I think is important to a game like D&D.
we obviously have different expectations over what the game should model.
i empathize with your experiences of being under a railroad GM. but that has absolutely nothing to do with what i'm advocating. in fact, the only railroad GMs i've ever encountered have been the "let the dice fall where they may" "kill a PC on a random encounter" types that i dislike so much now.
i agree with everything you say above. nothing you've said in this paragraph is contradicted by my playing style.clockworkjoe said:To me, roleplaying is a game about telling a story that no one knows before it happens in the game. More importantly, the best stories happen in a consisent world mediated by the GM that the player characters inhabit. Generally speaking, the less a GM does in terms of metagaming or plot management PERIOD the better. Let the players play the game. The story of every single campaign should be whatever the players do.
the outcome of events is not predetermined. the GM tries his best to be consistent in his rulings. the GM does not force a plot on the PCs if they do not wish to follow it. the players are free to make whatever decisions they want. the story of the campaign is the story of the characters.
i'd prefer you leave veiled insinuations about my mental and emotional health out of this. i could just as easily say that if you can't enjoy the game without that paranoid, stressful, fear of death hanging over your head, you might have some problems too.clockworkjoe said:If the players are so neurotic that a PC death affects them more emotionally than say losing a game of pickup basketball, that player probably has bigger problems than worrying about playing a game.
wrong.clockworkjoe said:...and any game where a player can never ever die is run by GM fiat, period.
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