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IS Your GM Out To Get You (Serious)
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<blockquote data-quote="1QD" data-source="post: 9771308" data-attributes="member: 7053892"><p>I am gonna take a shot at this. I use real life as a close guideline for when and when I shouldn't come down on players. HP at 0 is an obvious. Players not taking defensive skills, or skills to help them survive in another area that I am less forgiving of. If a player decides to hide in a small cave with like 30 people coming to kill him, rather than running off, again, in real life these people would not show you mercy. </p><p></p><p>Outside of that I am very very fair with my players, even trying to help find them ways to survive in do or die situations, like for example, didn't you have that heal potion? That said it does not carry any weight if your players always have an out. It isn't life or death without the threat and example of death.</p><p></p><p>I also use a karma system, and while many people here may object, the same fairness I display in life or death, also shows there. I have yet to have a player receive -Karma and not agree with the decision. More often, by a tenfold or more, I have had players receive good karma. I reward teamwork, and sacrifice to help out other players, the story or even myself at times. Though the later is rare.</p><p></p><p>All in all a game without consequences doesn't feel engaging, rewarding and the danger is part of the excitement. A GM who uses the thumb of doom, is just a GM with bad coping skills and needs to work on his game. When there are large forces at hand like for example, an approaching army, the choice is self evident, and I tell my players , your chances for survival are slim at best. Once they are made aware, it is fair game, including if they win!</p></blockquote><p></p>
[QUOTE="1QD, post: 9771308, member: 7053892"] I am gonna take a shot at this. I use real life as a close guideline for when and when I shouldn't come down on players. HP at 0 is an obvious. Players not taking defensive skills, or skills to help them survive in another area that I am less forgiving of. If a player decides to hide in a small cave with like 30 people coming to kill him, rather than running off, again, in real life these people would not show you mercy. Outside of that I am very very fair with my players, even trying to help find them ways to survive in do or die situations, like for example, didn't you have that heal potion? That said it does not carry any weight if your players always have an out. It isn't life or death without the threat and example of death. I also use a karma system, and while many people here may object, the same fairness I display in life or death, also shows there. I have yet to have a player receive -Karma and not agree with the decision. More often, by a tenfold or more, I have had players receive good karma. I reward teamwork, and sacrifice to help out other players, the story or even myself at times. Though the later is rare. All in all a game without consequences doesn't feel engaging, rewarding and the danger is part of the excitement. A GM who uses the thumb of doom, is just a GM with bad coping skills and needs to work on his game. When there are large forces at hand like for example, an approaching army, the choice is self evident, and I tell my players , your chances for survival are slim at best. Once they are made aware, it is fair game, including if they win! [/QUOTE]
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