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How tough should a DM be?
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<blockquote data-quote="bret" data-source="post: 1051803" data-attributes="member: 713"><p>I think one of the most important things for the GM to be is consistent. If they are running a campaign where TPKs will just happen, make sure everyone is aware of this and be consistent in how you apply the rules so that people know not to take it personally.</p><p></p><p>That said, there will most definately be an adjustment period. I wouldn't have had people prepare 3 characters, but I do think it appropriate for you to ask for one backup character.</p><p></p><p>You also have to be very good at judging a fight, because if you screw up too badly the campaign is over. TPKs should be rare, and each time one happens there is a chance that people will not come back. You've got to have an interesting story along with the challenge --- why are things happening the way things are and how can we change that?</p><p></p><p>There is only one GM I've played under who could pull off this sort of campaign. It helped that one of his rules of GMing was "What is legal for the PCs is legal for the NPCs and vice versa." Still, the TPKs were a bit harsh. </p><p></p><p>At first, we always started off at 1st level. After a while, we finally convinced him it was no fun so he allowed us to start at 3rd or 5th level (since past characters had made it up that high). Each time the adventures were interesting, the stories were fun, but sooner or later we would have a bad day and suddenly the whole party was dead. Harsh when you've been playing that character for a long time.</p><p></p><p>Personally, i could never run a game that way. I think you can have a challenge without one bad gaming day (bad luck, bad strategy, etc) causing the whole party to die. On the other hand, some players really like that the GM isn't 'pulling punches', that everything they did was accomplished because of their actions and in spite of the luck of the dice.</p><p></p><p>Tastes vary. Try it, then after the third TPK talk to the group and see what they think.</p></blockquote><p></p>
[QUOTE="bret, post: 1051803, member: 713"] I think one of the most important things for the GM to be is consistent. If they are running a campaign where TPKs will just happen, make sure everyone is aware of this and be consistent in how you apply the rules so that people know not to take it personally. That said, there will most definately be an adjustment period. I wouldn't have had people prepare 3 characters, but I do think it appropriate for you to ask for one backup character. You also have to be very good at judging a fight, because if you screw up too badly the campaign is over. TPKs should be rare, and each time one happens there is a chance that people will not come back. You've got to have an interesting story along with the challenge --- why are things happening the way things are and how can we change that? There is only one GM I've played under who could pull off this sort of campaign. It helped that one of his rules of GMing was "What is legal for the PCs is legal for the NPCs and vice versa." Still, the TPKs were a bit harsh. At first, we always started off at 1st level. After a while, we finally convinced him it was no fun so he allowed us to start at 3rd or 5th level (since past characters had made it up that high). Each time the adventures were interesting, the stories were fun, but sooner or later we would have a bad day and suddenly the whole party was dead. Harsh when you've been playing that character for a long time. Personally, i could never run a game that way. I think you can have a challenge without one bad gaming day (bad luck, bad strategy, etc) causing the whole party to die. On the other hand, some players really like that the GM isn't 'pulling punches', that everything they did was accomplished because of their actions and in spite of the luck of the dice. Tastes vary. Try it, then after the third TPK talk to the group and see what they think. [/QUOTE]
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