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How to deal with death in RPG?
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<blockquote data-quote="pemerton" data-source="post: 7587210" data-attributes="member: 42582"><p>My experience is pretty close to S'mon's. I prepare less environment than he (typically does), and more situation, and it's served me pretty well for a long time.</p><p></p><p>I'm not sure exactly what "screw this!" from the players is in this context. But I'm only playing games that my players want to play. Eg last weekend when we were inquorate for Traveller and Prince Valiant I had brought along a few different games including Over the Edge and The Dying Earth RPG. I described the games (maybe a minute or two for each), The Dying Earth got the nod and so we went for it.</p><p></p><p>Our Classic Traveller and Prince Valiant games started the same way.</p><p></p><p>The last thing I can think of as <em>dissapointing</em> in a game session would be a year or so ago in Traveller: the PCs were in a domed city on a world with a corrosive atmosphere, with their ATV and some vacc suits. And I was pretty determined that I was going to get them out of the dome in their vehicle and suits to see what happened. And I did! - but in the course of that I discovered that the on-world exploration rules in Traveller are probably the weakest sub-system in the rulebook, bogging down with no guarantee of a resolution. I pulled out of it in the next session and the actual firefight in vacc-suits was excellent, including snagged oxygen hoses and shattered face plates and desperate crawling into air-locks and all the stuff that I'd been hoping for.</p><p></p><p>It's probably trite to say it, but I will anyway: I think that pretty key to running a RPG system is to know what you want to get out of it, and to play to that, relying on the system to deliver. (If the system lets you down, as Traveller did for a moment, well then you live-and-learn and re-route around the damage. But that's why I try to run well-designed systems!)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7587210, member: 42582"] My experience is pretty close to S'mon's. I prepare less environment than he (typically does), and more situation, and it's served me pretty well for a long time. I'm not sure exactly what "screw this!" from the players is in this context. But I'm only playing games that my players want to play. Eg last weekend when we were inquorate for Traveller and Prince Valiant I had brought along a few different games including Over the Edge and The Dying Earth RPG. I described the games (maybe a minute or two for each), The Dying Earth got the nod and so we went for it. Our Classic Traveller and Prince Valiant games started the same way. The last thing I can think of as [I]dissapointing[/I] in a game session would be a year or so ago in Traveller: the PCs were in a domed city on a world with a corrosive atmosphere, with their ATV and some vacc suits. And I was pretty determined that I was going to get them out of the dome in their vehicle and suits to see what happened. And I did! - but in the course of that I discovered that the on-world exploration rules in Traveller are probably the weakest sub-system in the rulebook, bogging down with no guarantee of a resolution. I pulled out of it in the next session and the actual firefight in vacc-suits was excellent, including snagged oxygen hoses and shattered face plates and desperate crawling into air-locks and all the stuff that I'd been hoping for. It's probably trite to say it, but I will anyway: I think that pretty key to running a RPG system is to know what you want to get out of it, and to play to that, relying on the system to deliver. (If the system lets you down, as Traveller did for a moment, well then you live-and-learn and re-route around the damage. But that's why I try to run well-designed systems!) [/QUOTE]
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