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How many PCs have you had die?
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<blockquote data-quote="iserith" data-source="post: 6857087" data-attributes="member: 97077"><p>Nobody's forcing you to do that, of course. At my table, I request that players provide only a Twitter-length statement that establishes broad strokes about character personality and backstory. The rest is established and developed during play where I think it belongs.</p><p></p><p></p><p></p><p>That's your choice to establish the character's relationships and goals that way. You can choose otherwise. In my campaigns, for example, it's understood that every PC knows the other PCs from the get-go and has a history with them that the players are free to establish. So Characters 2 & 3 will already know the party and have similar goals. If you're playing in my game, Characters 2 and 3 will probably already have been created as backup characters so that character death doesn't interfere with the player's ability to engage with the game.</p><p></p><p></p><p></p><p>I think this is a rather sour attitude to have in a game where (1) we're meant to be playing bold adventurers confronting deadly perils and (2) the goals of play are to have fun and create an exciting, memorable story during play. And what would make you believe that combat is "an almost guaranteed death sentence" anyway? It depends on the choices you make during play. Did you assess the threat (e.g. the random dude/disguised badass) before engaging? Did you mitigate failure as best you can without bogging down the game? Did you spend your resources wisely? Did you engage in effective teamwork? etc.</p></blockquote><p></p>
[QUOTE="iserith, post: 6857087, member: 97077"] Nobody's forcing you to do that, of course. At my table, I request that players provide only a Twitter-length statement that establishes broad strokes about character personality and backstory. The rest is established and developed during play where I think it belongs. That's your choice to establish the character's relationships and goals that way. You can choose otherwise. In my campaigns, for example, it's understood that every PC knows the other PCs from the get-go and has a history with them that the players are free to establish. So Characters 2 & 3 will already know the party and have similar goals. If you're playing in my game, Characters 2 and 3 will probably already have been created as backup characters so that character death doesn't interfere with the player's ability to engage with the game. I think this is a rather sour attitude to have in a game where (1) we're meant to be playing bold adventurers confronting deadly perils and (2) the goals of play are to have fun and create an exciting, memorable story during play. And what would make you believe that combat is "an almost guaranteed death sentence" anyway? It depends on the choices you make during play. Did you assess the threat (e.g. the random dude/disguised badass) before engaging? Did you mitigate failure as best you can without bogging down the game? Did you spend your resources wisely? Did you engage in effective teamwork? etc. [/QUOTE]
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