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Depends upon the campaignShemeska said:But I think it's probably a safe bet to hope that most campaigns end on a less depressive note.![]()

Depends upon the campaignShemeska said:But I think it's probably a safe bet to hope that most campaigns end on a less depressive note.![]()
Klaus said:Best advice on running scary games comes from the first Ravenloft boxed set, the Black Box.
I had players scared of going to the bathroom alone when I DMed 2e Masque of the Red Death.
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Whizbang Dustyboots said:You can go a long way with what amount to zero-level templates. Let something talk when it's not supposed to. Put a human face on an animal. Change a creature from nocturnal to diurnal, etc.
MetalBard said:Gotta agree, a non-save situation is NOT a situation. If there is no recourse for the player, why is there even a situation? You might as well narrate the character's death in the scene where there was a resolution mechanic that lead to the demise.
Robbing a player character of choice or recourse sucks.
Anybody read Perdido Street Station? ... :\
Your replies go a long way towards indicating the self-indulgent DM'ing style you advocate, particularly that you bandy about the word "whine" to describe any criticisim. The DM can take his players for granted and make consequences outweigh any rewards by a huge margin. Any objection on the players' part that this isn't fun for them is dismissed as "whining", and when they ultimately vote with their feet the DM tells himself they lacked the right stuff--they weren't "heroic" enough to endure the abuse.JRRNeiklot said:No saves are not a gimmick. A non save situation is not screwing the players, any save at all is a gift from the gods, and is in no way required, or at least it didn't use to be. I suppose I should whine if my character dives head first into an active volcano b=ecause I don't get a save? I don't believe Gollum got one.
Yeah, a whole lot gets accomplished by players running away from encounters...the adventure either ends, or the DM has to railroad them back into it. Man, it seems you place way too much value on players feeling powerless.JRRNeiklot said:There is always a recourse for the player. Run away - which, to be honest, is a staple of horror, more so than slaying every undead you run across, range attacks, spells, maybe not opening every coffin in the basement of castle Ravenloft just for kicks?
Felon said:Your replies go a long way towards indicating the self-indulgent DM'ing style you advocate, particularly that you bandy about the word "whine" to describe any criticisim. The DM can take his players for granted and make consequences outweigh any rewards by a huge margin. Any objection on the players' part that this isn't fun for them is dismissed as "whining", and when they ultimately vote with their feet the DM tells himself they lacked the right stuff--they weren't "heroic" enough to endure the abuse.
Yeah, a whole lot gets accomplished by players running away from encounters...the adventure either ends, or the DM has to railroad them back into it. Man, it seems you place way too much value on players feeling powerless.
Helsing pursues Dracula, not the other way around, and does his damnedest to slay every undead he ran across and opened every coffin. Running away is a staple of horror for victims, not the heroes.
Of course, it's also worth adding that level-draining is a pretty artificial mechanic anyway. There's not a lot of literary basis for vampires draining away life energy with a "slam" attack.
Felon said:It's not defensiveness, it's aggrivation that there are folks out there who think this way.
You want the threat of some virtually irrevocable consequence to send a ripple of fear through characters? No harm no foul there. Many folks think restorative magic is a little too easy to come by in 3e. That you think it should be induced by minor rank-and-file monsters with a straight attack roll and allow no save, that's rather bizarre, but not exactly infuriating.
That you'll go so far as to claim that such a BS gimmick must be at a DM's disposal in order to make for a scary encounter, that it's "very, very hard" to make for players to be creeped out without them--well, that's pretty outrageous.