Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Help me! I'm afraid to kill my players!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sir Whiskers" data-source="post: 1474796" data-attributes="member: 6941"><p>First, concerning character death, some groups prefer it, some abhor it, most probably feel it's appropriate if the characters do something stupid, or if it makes for a truly dramatic scene. I suggest that you talk with your players to see where there comfort zone is with this subject.</p><p></p><p>Concerning killing characters, GM's should never, never, never kill characters. GM's set the stage for the players to have fun through their characters. Parts of that stage include npc's, creatures, traps, and environmental hazards. These things kill characters. I always try to emphasize to my players that I, as GM, will never try to "take out" someone's character, but their in-game opponents certainly will. This helps avoid the "players vs. GM" style of play.</p><p></p><p>Assuming you decide that character death is allowed in your game, a couple simple changes should take care of the problems you stated. For instance, don't ask how many hit points a character has - you, as GM, don't need to know that. It's meta-gaming. My group always assigns one player the job of tracking party hit points, and that player will let the other players know when their character is in danger. If the GM doesn't know the current hit points, it's much more difficult to fudge things.</p><p></p><p>If you find that you've miscalculated and created a killer encounter by mistake, you can still back off - just do it in a realistic way. Maybe the characters are captured, then escape. Or their opponents retreat for reasons the party doesn't understand (btw, listen to the players' guesses - they may come up with something you can use to spice up the session <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ). This kind of thing should still be rare, as players typically don't like being coddled, but if necessary, it's better than an unfair tpk.</p><p></p><p>Lastly, make healing readily available. Have most npc's carry healing potions, which the characters can acquire if they defeat them. Place more in treasure troves. Have them for sale in local towns. I always start even 1st-level characters with a couple <em>cure light wounds</em> potions just so that the party doesn't die if the cleric is the first to fall.</p></blockquote><p></p>
[QUOTE="Sir Whiskers, post: 1474796, member: 6941"] First, concerning character death, some groups prefer it, some abhor it, most probably feel it's appropriate if the characters do something stupid, or if it makes for a truly dramatic scene. I suggest that you talk with your players to see where there comfort zone is with this subject. Concerning killing characters, GM's should never, never, never kill characters. GM's set the stage for the players to have fun through their characters. Parts of that stage include npc's, creatures, traps, and environmental hazards. These things kill characters. I always try to emphasize to my players that I, as GM, will never try to "take out" someone's character, but their in-game opponents certainly will. This helps avoid the "players vs. GM" style of play. Assuming you decide that character death is allowed in your game, a couple simple changes should take care of the problems you stated. For instance, don't ask how many hit points a character has - you, as GM, don't need to know that. It's meta-gaming. My group always assigns one player the job of tracking party hit points, and that player will let the other players know when their character is in danger. If the GM doesn't know the current hit points, it's much more difficult to fudge things. If you find that you've miscalculated and created a killer encounter by mistake, you can still back off - just do it in a realistic way. Maybe the characters are captured, then escape. Or their opponents retreat for reasons the party doesn't understand (btw, listen to the players' guesses - they may come up with something you can use to spice up the session ;) ). This kind of thing should still be rare, as players typically don't like being coddled, but if necessary, it's better than an unfair tpk. Lastly, make healing readily available. Have most npc's carry healing potions, which the characters can acquire if they defeat them. Place more in treasure troves. Have them for sale in local towns. I always start even 1st-level characters with a couple [I]cure light wounds[/I] potions just so that the party doesn't die if the cleric is the first to fall. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Help me! I'm afraid to kill my players!
Top