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Ever let players run the opposition?
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<blockquote data-quote="Raven Crowking" data-source="post: 5181941" data-attributes="member: 18280"><p>Specifically, I am talking about situations where a character is slain and becomes undead, etc., and the remainder of the party has to "take him out" for his own good.</p><p></p><p>I let players do this whenever it makes sense, esp. when the PC will retain most or all of his original powers. My reasoning is that (1) the player presumably knows the PC better than I do, (2) how the character adapts to his new undeath is well modelled by this method - the PC attempts to do things as he normally would, or as the player understands the monster, and sometimes these things work exceptionally well, while sometimes they fail miserably, and (3) the expressions of the other players, when they know that one of their own is going to actually play that monster to its best potential, is well worth it.</p><p></p><p>For example, my son's 1st level Psionic Adept (RCFG class) was travelling with a group averaging 3rd level, when he was slain by a shadow. The PCs know that the (more powerful) shadow was guarding treasure, they know that the original shadow was slain, and they fled when the PC rose as a shadow.</p><p></p><p>The next session began with the PCs trying to figure out how to defeat the newly-risen shadow, and their trepidation despite their overwhelming character superiority was priceless. Even more worthwhile was the fun of my son discovering how his new powers interacted with his undead state -- RCFG Psionic Adepts rely on natural healing in ways that meant using his best known powers also reduced his effectiveness.</p><p></p><p>The character was also telepathically linked to two war dogs that he commanded to attack. Beyond the shadow of a doubt (pun intended) I would have forgotten that connection and the encounter would have been less satisfying.</p><p></p><p>Anyone else do things like this? How did it work for you?</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5181941, member: 18280"] Specifically, I am talking about situations where a character is slain and becomes undead, etc., and the remainder of the party has to "take him out" for his own good. I let players do this whenever it makes sense, esp. when the PC will retain most or all of his original powers. My reasoning is that (1) the player presumably knows the PC better than I do, (2) how the character adapts to his new undeath is well modelled by this method - the PC attempts to do things as he normally would, or as the player understands the monster, and sometimes these things work exceptionally well, while sometimes they fail miserably, and (3) the expressions of the other players, when they know that one of their own is going to actually play that monster to its best potential, is well worth it. For example, my son's 1st level Psionic Adept (RCFG class) was travelling with a group averaging 3rd level, when he was slain by a shadow. The PCs know that the (more powerful) shadow was guarding treasure, they know that the original shadow was slain, and they fled when the PC rose as a shadow. The next session began with the PCs trying to figure out how to defeat the newly-risen shadow, and their trepidation despite their overwhelming character superiority was priceless. Even more worthwhile was the fun of my son discovering how his new powers interacted with his undead state -- RCFG Psionic Adepts rely on natural healing in ways that meant using his best known powers also reduced his effectiveness. The character was also telepathically linked to two war dogs that he commanded to attack. Beyond the shadow of a doubt (pun intended) I would have forgotten that connection and the encounter would have been less satisfying. Anyone else do things like this? How did it work for you? RC [/QUOTE]
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