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*TTRPGs General
GMs: How do you soften the blow?
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<blockquote data-quote="delericho" data-source="post: 6150415" data-attributes="member: 22424"><p>In my campaigns, when a PC suffers mind control, I leave him or her in the hands of the player to control. Though I do expect them to "play fair" with that - so if the dominator orders them to kill their friend, I expect them to apply their very best efforts to do so (so no using Combat Expertise and massive Power Attack to guarantee that every attack misses!). Thus far, I haven't had any instances where that might cause a problem, though of course it's a possibility.</p><p></p><p></p><p></p><p>We "embrace the failure" as that recent article suggested. For the most part, I have truly, spectacularly bad luck with dice. It's practically a legend in our group. As a result, I've adopted a very light-hearted approach to failure - the bad guys are forever failing. Failure becomes a matter of fun.</p><p></p><p>But what that means is that, generally speaking, failure is just another part of the fun. If the PCs fail, that's amusing. If a PC dies, well, it happens. Either the player brings in a new character, or we make arrangements for him to be revived, or whatever.</p><p></p><p>(And then there's the 1 in 10,000 case where the "Black Crusade" Sorcerer attempts something risky on his first action in the game and is killed outright by his own powers. That was in a one-off game, and proved to be the highlight of that game.)</p></blockquote><p></p>
[QUOTE="delericho, post: 6150415, member: 22424"] In my campaigns, when a PC suffers mind control, I leave him or her in the hands of the player to control. Though I do expect them to "play fair" with that - so if the dominator orders them to kill their friend, I expect them to apply their very best efforts to do so (so no using Combat Expertise and massive Power Attack to guarantee that every attack misses!). Thus far, I haven't had any instances where that might cause a problem, though of course it's a possibility. We "embrace the failure" as that recent article suggested. For the most part, I have truly, spectacularly bad luck with dice. It's practically a legend in our group. As a result, I've adopted a very light-hearted approach to failure - the bad guys are forever failing. Failure becomes a matter of fun. But what that means is that, generally speaking, failure is just another part of the fun. If the PCs fail, that's amusing. If a PC dies, well, it happens. Either the player brings in a new character, or we make arrangements for him to be revived, or whatever. (And then there's the 1 in 10,000 case where the "Black Crusade" Sorcerer attempts something risky on his first action in the game and is killed outright by his own powers. That was in a one-off game, and proved to be the highlight of that game.) [/QUOTE]
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