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How much concern do you have with PC death?
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<blockquote data-quote="The Shaman" data-source="post: 2347236" data-attributes="member: 26473"><p>I agree with <strong>gizmo33</strong>.</p><p></p><p>Adventuring is dangerous - sometimes the monster wins.</p><p></p><p>As GM my main concern is providing the players with encounters where they have a reasonable opportunity for success, and then letting the Polyhedrons of Fate decide the outcome. If anything I probably err on the side of encounters that are 'too easy', but I also find that those small successes go a long way toward making the really tough fights that much more compelling to the players and their characters.</p><p></p><p>I've experienced two TPKs as a GM that I can recall: one a low-level D&D party that got taken out by a single orc, the other a mid-level Modern party that was taken down by a lone assassin. In both cases the party actually overmatched their antagonist, but the dice just didn't fall the characters' way. It happens - it's also what makes the game more than storytelling for me, since in the end neither the GM nor the players know the outcome in advance.</p><p></p><p>That said, I do get a little bummed when a character dies, especially a well-played, interesting character - I accept it as part of the adventuring life, but I don't necessarily like it when it happens. I feel badly for the player who invested the time and effort to roleplay a well-rounded character - there's also a metagame factor here considering the amount of hard work it is to create and advance a character using d20 rules. I hope that character deaths are meaningful to the other characters and the players when they occur, as that can soften the blow a bit. But, as I said, it's part of the game - you 'mourn' a little, and you move on.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2347236, member: 26473"] I agree with [B]gizmo33[/B]. Adventuring is dangerous - sometimes the monster wins. As GM my main concern is providing the players with encounters where they have a reasonable opportunity for success, and then letting the Polyhedrons of Fate decide the outcome. If anything I probably err on the side of encounters that are 'too easy', but I also find that those small successes go a long way toward making the really tough fights that much more compelling to the players and their characters. I've experienced two TPKs as a GM that I can recall: one a low-level D&D party that got taken out by a single orc, the other a mid-level Modern party that was taken down by a lone assassin. In both cases the party actually overmatched their antagonist, but the dice just didn't fall the characters' way. It happens - it's also what makes the game more than storytelling for me, since in the end neither the GM nor the players know the outcome in advance. That said, I do get a little bummed when a character dies, especially a well-played, interesting character - I accept it as part of the adventuring life, but I don't necessarily like it when it happens. I feel badly for the player who invested the time and effort to roleplay a well-rounded character - there's also a metagame factor here considering the amount of hard work it is to create and advance a character using d20 rules. I hope that character deaths are meaningful to the other characters and the players when they occur, as that can soften the blow a bit. But, as I said, it's part of the game - you 'mourn' a little, and you move on. [/QUOTE]
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