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I didnt let a PC die
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<blockquote data-quote="Piratecat" data-source="post: 37370" data-attributes="member: 2"><p>I've played in a campaign where the DM was hesitant to kill people. In fact, he would go out of his way and pull deux ex machinas to make sure that we lived. It was, without question, the most frustrating and disappointing campaign I've ever played in.</p><p></p><p>Unlike Reapersaurus, I <em>like</em> the omni-present possibility of death. I don't like the idea of feeling coddled, of knowing I can do something asinine or stupid and get away with it. The knowledge that no one will actually end up killing the PC ends up completely destroying my suspension of disbelief, reducing the game to a metagame exercise in tedium.</p><p></p><p>That being said, I've pulled punches on low-level PCs before, and I'm sure I've had them pulled on me in games that are otherwise exciting. Being a good DM is all about knowing your timing, knowing that a weenie monster does not make for a heroic death. I think it's the <em>pattern</em> of DM intervention that makes the big difference. One time? Not a big deal, especially if you make the occurrance epic. Lots of times? Not my preference.</p><p></p><p>Alaska, if you want to have some fun, play up the fact that this is a unique event. The paladin was raised directly by the God's action, right? Then every cleric of the God <em>throughout the entire world</em> received a vision of this happening. The paladin and cleric are suddenly instant celebrities. Strangers walk up to him asking him to raise their family members, enemies of the faith target him for assassination because he's such a well-known symbol of the God's power, and people who think he's a living saint want to display him like a zoo animal. This will drive home the point that the occurrance, and the PCs, are unique - and very, very special. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>- Piratecat</p></blockquote><p></p>
[QUOTE="Piratecat, post: 37370, member: 2"] I've played in a campaign where the DM was hesitant to kill people. In fact, he would go out of his way and pull deux ex machinas to make sure that we lived. It was, without question, the most frustrating and disappointing campaign I've ever played in. Unlike Reapersaurus, I [i]like[/i] the omni-present possibility of death. I don't like the idea of feeling coddled, of knowing I can do something asinine or stupid and get away with it. The knowledge that no one will actually end up killing the PC ends up completely destroying my suspension of disbelief, reducing the game to a metagame exercise in tedium. That being said, I've pulled punches on low-level PCs before, and I'm sure I've had them pulled on me in games that are otherwise exciting. Being a good DM is all about knowing your timing, knowing that a weenie monster does not make for a heroic death. I think it's the [i]pattern[/i] of DM intervention that makes the big difference. One time? Not a big deal, especially if you make the occurrance epic. Lots of times? Not my preference. Alaska, if you want to have some fun, play up the fact that this is a unique event. The paladin was raised directly by the God's action, right? Then every cleric of the God [i]throughout the entire world[/i] received a vision of this happening. The paladin and cleric are suddenly instant celebrities. Strangers walk up to him asking him to raise their family members, enemies of the faith target him for assassination because he's such a well-known symbol of the God's power, and people who think he's a living saint want to display him like a zoo animal. This will drive home the point that the occurrance, and the PCs, are unique - and very, very special. :) - Piratecat [/QUOTE]
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