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Help me! I'm afraid to kill my players!
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<blockquote data-quote="Herpes Cineplex" data-source="post: 1482621" data-attributes="member: 16936"><p>It would be more of a disservice to my players to ignore the fact that making new characters is a serious problem. (Making two at the same time is hardly a solution, either; in fact, with the one who hates character creation the most, having to make two characters at once would probably triple or quadruple the time it takes her to just make one.)</p><p></p><p>Please note that I'm not averse to letting their characters <em>lose</em>; I just try to avoid letting them <em>die</em>. If they squeeze out a narrow victory because halfway through the fight I realized that I was "playing too well" or simply didn't understand how nasty a particular creature was until it was almost too late and fudged the tactics/abilities accordingly, they don't benefit as much from it as they would have if I hadn't eased up on them. If they stick around when they shouldn't or make really bad tactical decisions, bad things still happen to their characters even though I'm not killing them.</p><p></p><p>I suppose letting them die would be scarier and would make more sense in most of those situations, but at this point I hardly care about doing my worst to them or sacrificing a good game on the altar of sensibility. I want the game to keep going, I want to avoid sticking people who've grown to like their characters with the burden of creating a new one, and anyway, I don't really get much pleasure out of one of my NPCs killing off a character. (In fact, the reverse is usually true: my favorite GMing moments have always been when a player character just completely owns one of my NPCs.)</p><p></p><p>Once they're up past the level where raising the dead is relatively cheap and easy, I don't worry so much about PC deaths, and anything short of a total party kill is fine. But at lower levels, or in places where they can't just haul the bodies back and pay the cash to bring their friends back to life, it's back to finding less lethal consequences for failure.</p><p></p><p>--</p><p>fairly unrepentant about not being a killer gm</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1482621, member: 16936"] It would be more of a disservice to my players to ignore the fact that making new characters is a serious problem. (Making two at the same time is hardly a solution, either; in fact, with the one who hates character creation the most, having to make two characters at once would probably triple or quadruple the time it takes her to just make one.) Please note that I'm not averse to letting their characters [i]lose[/i]; I just try to avoid letting them [i]die[/i]. If they squeeze out a narrow victory because halfway through the fight I realized that I was "playing too well" or simply didn't understand how nasty a particular creature was until it was almost too late and fudged the tactics/abilities accordingly, they don't benefit as much from it as they would have if I hadn't eased up on them. If they stick around when they shouldn't or make really bad tactical decisions, bad things still happen to their characters even though I'm not killing them. I suppose letting them die would be scarier and would make more sense in most of those situations, but at this point I hardly care about doing my worst to them or sacrificing a good game on the altar of sensibility. I want the game to keep going, I want to avoid sticking people who've grown to like their characters with the burden of creating a new one, and anyway, I don't really get much pleasure out of one of my NPCs killing off a character. (In fact, the reverse is usually true: my favorite GMing moments have always been when a player character just completely owns one of my NPCs.) Once they're up past the level where raising the dead is relatively cheap and easy, I don't worry so much about PC deaths, and anything short of a total party kill is fine. But at lower levels, or in places where they can't just haul the bodies back and pay the cash to bring their friends back to life, it's back to finding less lethal consequences for failure. -- fairly unrepentant about not being a killer gm [/QUOTE]
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