erikagal27
First Post
hello,so glad to visit in this thread.
I agree with your second two points but I would question whether the game as presented challenges the players. Each player gets a magic item irrespective of player skill. One PC dies no matter what the party do. A villain always escapes. The PCs always get to do something cool.
But, as you say, the advice wants the PCs to treat the game world with respect, to stay on their toes, to act as if the world threatens them and, by their actions, they can avoid or mitigate those threats - point #7. It looks like, not gamism, but the illusion of gamism, and I wonder how prevalent such play was in early rpg-ing.
That said, I suspect an actual game run according to this advice would be a mix of elements - some real gamism, and some illusion.
Honestly, I agree with this. But when I was younger, I was very much a "don't ever let PCs die" story-teller type GM. These days, I'm much closer to my dad's "Let the dice fall as they may" sort of guy.
To be honest, though, these rules only applied to the first session. He generally felt that after that session, you could kind of steer the game the way you wanted to play it, which for him were mega-dungeons with a bit of RP thrown in.
1) Reward at least one magic item. Prefereably one item per player - even if it's a scroll, a healing potion, or something else like that.
2) Leave at least one mystery, even if it's just a locked door that the PCs couldn't open.
3) Kill one PC. If you do it now, when nobody's really emotionally tied to the PC, the players won't suspect you're fudging things when you bend stuff to keep a PC alive later. Also, it shows them that death will be a factor in the game.
4) All PCs should level up at the end of the session, provided they surprise. This will make new players eager to come back for more.
5) Have a villain escape. Preferably the one the players hate the most. Let the players know where he went to hide - and let them know that chasing him is definitely an option.
6) Have the PCs do something cool. Players are more likely to be emotionally invested if they start off doing something heroic, rather than getting their butts handed to them in the first few sessions.
7) Throw a fiendish trick at them. A rust monster, a cursed item, whatever. Throw something relatively minor at the group that will remind them, later on, to be careful.
8) Include stuff that the PCs might not be able to bypass. Throw in traps, even if there's no thief. Throw in a tracking challenge, even if they don't have a ranger. If you start off catering to your party, you will always cater to them. Let them suffer for those missing roles in the party. Because they conversely know that when their roles shine, these weren't "tailored" encounters, but their character being perfectly suited for an environment.
9) Put in something that will make your group fight. If everyone wears chain mail, put in a suit of magical chain mail - but just one. This one is just because it's fun for the GM to watch.
10) Introduce potential PCs early on. My dad likes this rule - basically, if you died in game, you got to play one of the pregenned characters in the GM's binder. So his idea was to introduce these pregenned characters, at least one or two, in the first adventure, even if they're just sitting at the tavern.
***
Those are his ten points, tabulated from a few different conversations we've had on the subject. Thoughts? Opinions?