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I killed my wife's character!
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<blockquote data-quote="Voneth" data-source="post: 274019" data-attributes="member: 1016"><p><strong>Re: Resolution</strong></p><p></p><p></p><p></p><p>That would have been my suggestion. <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=":)" /> My personal policy is that I bend reality and absent players are "invisible and invulerable." However, if you are absent too much, your character is retired.</p><p></p><p>I tell you what I would be tempted to do ... Make her new character stronger than the PC and then put her in charge! </p><p>"We will investigate this! We won't run away from the merchant prince." I would be tempted, I wouldn't advise it. <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=":)" /> On to some comments about your game at the store.</p><p></p><p>And yeah, running at the gamestore sucks! I even have decent players who suddenly go on ***hole autopilot when they play at the store vs. at home. It seems that they assume that a store game is temporary, contains shoddy players and is a step below a regular, in-depth involved game at someones home. They don't appreciate the irony of self-fulling prophecy. I have a suggestion though.</p><p></p><p>SPELL IT OUT! It kills the mystery, but tell your short-sighted players the "possible" outcomes of their actions. Tell them that checking on the history of the jewels may uncover clues to riches. Tell them that taking on the merchant prince may prompt his enemies to reward or support their efforts. Once they see that the less obvious choice can reward them, you will eventaly train them to think beyond the next XP point.</p></blockquote><p></p>
[QUOTE="Voneth, post: 274019, member: 1016"] [b]Re: Resolution[/b] That would have been my suggestion. :) My personal policy is that I bend reality and absent players are "invisible and invulerable." However, if you are absent too much, your character is retired. I tell you what I would be tempted to do ... Make her new character stronger than the PC and then put her in charge! "We will investigate this! We won't run away from the merchant prince." I would be tempted, I wouldn't advise it. :) On to some comments about your game at the store. And yeah, running at the gamestore sucks! I even have decent players who suddenly go on ***hole autopilot when they play at the store vs. at home. It seems that they assume that a store game is temporary, contains shoddy players and is a step below a regular, in-depth involved game at someones home. They don't appreciate the irony of self-fulling prophecy. I have a suggestion though. SPELL IT OUT! It kills the mystery, but tell your short-sighted players the "possible" outcomes of their actions. Tell them that checking on the history of the jewels may uncover clues to riches. Tell them that taking on the merchant prince may prompt his enemies to reward or support their efforts. Once they see that the less obvious choice can reward them, you will eventaly train them to think beyond the next XP point. [/QUOTE]
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I killed my wife's character!
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