Bodhiwolff
First Post
In our campaign, we've managed to avoid deaths at every session -- but just barely. Each session has had at least one battle, if not two, where a couple of people have been down to rolling death saves, and have got to the point where they're counting down to the final dirtnap. The entire party has had to go into emergency mode to fix things.
Which is just the right level of drama and tension for storytelling, as far as I'm concerned. Just enough danger that a screwup can make it scary, but enough that some concerted teamwork and sacrifice can get you out of it.
I haven't encountered anything at all like what the OP is concerned about.
More to the point, it almost feels as if the OP is reminiscing about the "good old days" when a player death is the reward for a GM's job well done, or some sort of nonsense. A good GM knows they're keeping the players on their toes, and keeping the story nicely tense, when the occasional player still dies, sorta thing. I guess that's one way to go, if people like.
Me, I'd rather kill that concept than needlessly kill a player.
Which is just the right level of drama and tension for storytelling, as far as I'm concerned. Just enough danger that a screwup can make it scary, but enough that some concerted teamwork and sacrifice can get you out of it.
I haven't encountered anything at all like what the OP is concerned about.
More to the point, it almost feels as if the OP is reminiscing about the "good old days" when a player death is the reward for a GM's job well done, or some sort of nonsense. A good GM knows they're keeping the players on their toes, and keeping the story nicely tense, when the occasional player still dies, sorta thing. I guess that's one way to go, if people like.
Me, I'd rather kill that concept than needlessly kill a player.