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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 6784301"><p>Once every week for one group and once every two for another. Sessions last anywhere from 3-6 hours. These tend to be long campaigns as well. </p><p></p><p>I don't think this has had much impact on the lethality in my sessions though. There have been times (when I was in college for example or when some people in another group of mine moved) where I was playing less frequently or for shorter sessions. I dealt with character deaths the same in those (actually we might have had more character deaths because people seemed to be more reckless in those sessions). But the only major difference really has been campaign length. When you meet every week or every other week, a longterm campaign is much easier to pull off. If you are meeting with less regularity, that seems to be better suited for tighter campaigns. </p><p></p><p>It isn't a grind with one death after another. I don't use a system where characters will tend to drop like flies; but character deaths do happen and I am not worried as a GM when or where they occur (if it is down a chasm on your way to retrieve some pudding, so be it). In the present campaigns, characters have been fairly lucky but also fairly cautious. There were about 3-4 chasm-like moments where they made their last ditch rolls to avoid certain death. But we do have some players characters missing body parts and permanently drained of core abilities in the current campaigns. In the last campaign, right before these ones (mostly same groups) we had a lot more character death (again largely due to luck and recklessness). My aim isn't to kill the players, but I don't protect them from bad die rolls either.</p><p></p><p>Either way though, I am not here to advocate for campaigns where characters die or failure happens (if you don't like that, that is cool). I was just making the point that, personally that is what I like. I have had my own characters die falling off cliffs and I consider that one of the more exciting things that can happen in a campaign (Because from then on, any time you climb a wall, cliff or mountain, the stakes are clearly life or death). For me that adds to the excitement of play (though it can suck in the moment when you splatter on the ground).</p><p></p><p>I should add, I haven't always run things this way. There was a time when I did more to protect PCs (and I bought into the idea that characters should only die for doing really stupid or reckless things). But I changed my mind on that, and I find my games are a lot more fun this way.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 6784301"] Once every week for one group and once every two for another. Sessions last anywhere from 3-6 hours. These tend to be long campaigns as well. I don't think this has had much impact on the lethality in my sessions though. There have been times (when I was in college for example or when some people in another group of mine moved) where I was playing less frequently or for shorter sessions. I dealt with character deaths the same in those (actually we might have had more character deaths because people seemed to be more reckless in those sessions). But the only major difference really has been campaign length. When you meet every week or every other week, a longterm campaign is much easier to pull off. If you are meeting with less regularity, that seems to be better suited for tighter campaigns. It isn't a grind with one death after another. I don't use a system where characters will tend to drop like flies; but character deaths do happen and I am not worried as a GM when or where they occur (if it is down a chasm on your way to retrieve some pudding, so be it). In the present campaigns, characters have been fairly lucky but also fairly cautious. There were about 3-4 chasm-like moments where they made their last ditch rolls to avoid certain death. But we do have some players characters missing body parts and permanently drained of core abilities in the current campaigns. In the last campaign, right before these ones (mostly same groups) we had a lot more character death (again largely due to luck and recklessness). My aim isn't to kill the players, but I don't protect them from bad die rolls either. Either way though, I am not here to advocate for campaigns where characters die or failure happens (if you don't like that, that is cool). I was just making the point that, personally that is what I like. I have had my own characters die falling off cliffs and I consider that one of the more exciting things that can happen in a campaign (Because from then on, any time you climb a wall, cliff or mountain, the stakes are clearly life or death). For me that adds to the excitement of play (though it can suck in the moment when you splatter on the ground). I should add, I haven't always run things this way. There was a time when I did more to protect PCs (and I bought into the idea that characters should only die for doing really stupid or reckless things). But I changed my mind on that, and I find my games are a lot more fun this way. [/QUOTE]
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