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*Dungeons & Dragons
Killing a Teammate
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<blockquote data-quote="Shendorion" data-source="post: 6792614" data-attributes="member: 6804078"><p>Dice don't make good stories. They're lumps of plastic with numbers stamped on. They're tools. Expecting the dice to make a good story is about as productive as expecting your hammer to make a piece of furniture.</p><p></p><p>Your most important task as a DM is to produce the interesting and awesome results of the things that happen in the game. The dice contribute to the success or failure of individual actions; you supply entertainment in response to those actions. </p><p></p><p>The main characters in your game fought a creature that devours minds, and it preyed on one of them during the struggle. One of the characters is now a helpless, unthinking husk. Your group doesn't seem to be interested in exploring the narrative potential of long term intensive medical care in a hostile environment. Neither do they seem to want to play through the story of being faced with a terrible choice between lingering, certain death and being forsaken by their arbitrary, merciless gods. This is the problem you have to solve. You have to offer them the prospect of a story that's not about either of those things. </p><p></p><p>If you won't come off any of your other points, if you're going to force the party to babysit this mindless thing and not let its player participate, how about you fast forward to the death? If the characters aren't able to restore their comrade's mind, are unwilling to abandon the character or offer it mercy, narrate the results of that choice and get to the point at which they've stood vigil over their mindless companion until the body starved to death. Now the story can go on, and unless they can conjure food and water, it'll include a potentially interesting survival concern (that might be an interesting point of introduction for the new character).</p></blockquote><p></p>
[QUOTE="Shendorion, post: 6792614, member: 6804078"] Dice don't make good stories. They're lumps of plastic with numbers stamped on. They're tools. Expecting the dice to make a good story is about as productive as expecting your hammer to make a piece of furniture. Your most important task as a DM is to produce the interesting and awesome results of the things that happen in the game. The dice contribute to the success or failure of individual actions; you supply entertainment in response to those actions. The main characters in your game fought a creature that devours minds, and it preyed on one of them during the struggle. One of the characters is now a helpless, unthinking husk. Your group doesn't seem to be interested in exploring the narrative potential of long term intensive medical care in a hostile environment. Neither do they seem to want to play through the story of being faced with a terrible choice between lingering, certain death and being forsaken by their arbitrary, merciless gods. This is the problem you have to solve. You have to offer them the prospect of a story that's not about either of those things. If you won't come off any of your other points, if you're going to force the party to babysit this mindless thing and not let its player participate, how about you fast forward to the death? If the characters aren't able to restore their comrade's mind, are unwilling to abandon the character or offer it mercy, narrate the results of that choice and get to the point at which they've stood vigil over their mindless companion until the body starved to death. Now the story can go on, and unless they can conjure food and water, it'll include a potentially interesting survival concern (that might be an interesting point of introduction for the new character). [/QUOTE]
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