Killer DM or Puppy Love DM

I'm not too sad when a PC dies. The chances are he's deserved it anyway - in my high-level campaign they could've prevented it most of the time, but they'd just rather act as powerful low-level characters, rather than using their wits and abilities to their fullest.
 

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I'm definately a puppy love Dm. This is my first campaign, and its mostly roleplay over combat. Most of the players are combat oriented characters, and I've fudged majorly twice to let them live.

But I've decided I've been nice for too long. So from now on I don't plan to pull punches.
 

Do I even need to answer this one?

(In truth, I like most DMs fall in between -- or rather, I'm both at the same time. I don't like player death, but I always want it to be a very real possibility. I try to get as close to killer DM as possible without actually resulting in character death, and I've found I have a pretty good knack for that... Of course, every once in a while the dice intervene, but I've had two deaths in the past year of DMing -- both when True Resurrection was available -- and probably twenty or so near deaths, so I think I've been successful.)
 

PCs who die IMC are often the ones who got off easy*, compared to what their surviving companions have to endure.

*: Unless their slayers have the ability to turn their corpses into zombies and sacrifice their souls to some evil deity, that is...
 

Towards the middle, with puppy-love tendencies. I don't necessarily like player deaths, but if they happen they happen. Occasionally I'll fudge things to ensure it doesn't happen.
 

Hmmmm

I think I am a fair and impartial DM, but my players call me psycho.
In our last 8 games the entire party has died to a man every time, I have tried to fudge for them but have found that I have to massivley cheat in thier favor for most of them to survive. The cr is always were it's supposed to be but they make poor choices.
Yet they say that I am a players nightmare......
Ejja
 

Killer I guess, but only because I'm not a puppy love DM. If the dice say they're dead, they're dead; I don't exactly celebrate on making a kill, though.

To me, the game becomes far more exciting when the PCs are up against something that may very well kill them. If they somehow make it out of situation after situation where they should have died, they'll start feeling like it doesn't really matter what their actions are. A victorious fight where the PCs were left to their own devices to survive with no outside help will be far more satisfying. With that though comes the occasional death, but the players know it's not delilberate on my part, and besides, they're pretty good at staying alive.
 

Impartial, more or less. I've fudged precisely one instance to keep a PC alive, but it all balanced out in the end, because for plot purposes someone had to die. Muhahaha. The other death was an accident, because I didn't fudge any dice and someone got beat down in a standard encounter.

Of course, I do like to keep PCs alive because of the whole destiny I've got worked out. I really don't know where that puts me, because that destiny has death written all over it.
 

I like to continue pcs' subplots without them for a while after they die. It makes them seem like they have more of a lasting impact. The boy in love with the female warrior may pine around after her, etc.
 

Somewhere in the middle. I roll in front of my players, even when I probably should not. 4 Character deaths in about 40 sessions. They know they can die, even if only 2 players have lost characters so far... :)
 
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