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Multiple characters per player?
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<blockquote data-quote="mkletch" data-source="post: 481568" data-attributes="member: 3396"><p>Here is where my groups fall. Characters hear rumors, legends, pick up other info, and tell me what they want to pursue. All of it is charted out in advance, so if they go after the cattle mutilations, and stumble into a green dragon that is far beyond them, that is a possibility. I don't give them totally flat rumors like that, but if they fail to get repeated hints, the hints will eventually get them. If you have a small group, multiple characters per player can give you the flexibility to do this sort of thing. If you have only a couple characters, then it is more of a total success/total loss situation for any encounter or adventure as a whole.</p><p></p><p></p><p></p><p>That would be irresponsible, of course. I have had the fortune of never playing with a DM like that. However, we started RttToEE, and the two new gamers wanted to go to the moathouse first, and the result (which we deserved) was a TPK.</p><p></p><p></p><p></p><p>Emphasis mine. And that is where we would disagree. I give the players enough information that they should be able to distinguish between adventures that are appropriate or inappropriate for their party size, level and composition. Just enough rope to hang themselves, but also enough to haul the treasure chest out of the mine, if that is the case.</p><p></p><p></p><p></p><p>To me as a DM constructing a world which may span several gaming groups and multiple campaigns for the same group, these things are irrelevant. It is the players' responsibility to know their characters, not mine. They make the decisions, and I just lay out the structure of the story for them to fill in.</p><p></p><p></p><p></p><p>But if they know that they are capable of overcoming any challenge they encounter (I don't count running as overcoming a challenge), then there is no danger. There is no real danger.</p><p></p><p>Back to topic, if you have real danger (as opposed to fake danger that never bites), characters may want multiple characters to mitigate the effect of a character's death. Another thing to consider. If the players want to feel that their characters are 'special', heroic and nearly deathless, the additional characters are simply not necessary.</p><p></p><p>-Fletch!</p></blockquote><p></p>
[QUOTE="mkletch, post: 481568, member: 3396"] Here is where my groups fall. Characters hear rumors, legends, pick up other info, and tell me what they want to pursue. All of it is charted out in advance, so if they go after the cattle mutilations, and stumble into a green dragon that is far beyond them, that is a possibility. I don't give them totally flat rumors like that, but if they fail to get repeated hints, the hints will eventually get them. If you have a small group, multiple characters per player can give you the flexibility to do this sort of thing. If you have only a couple characters, then it is more of a total success/total loss situation for any encounter or adventure as a whole. That would be irresponsible, of course. I have had the fortune of never playing with a DM like that. However, we started RttToEE, and the two new gamers wanted to go to the moathouse first, and the result (which we deserved) was a TPK. Emphasis mine. And that is where we would disagree. I give the players enough information that they should be able to distinguish between adventures that are appropriate or inappropriate for their party size, level and composition. Just enough rope to hang themselves, but also enough to haul the treasure chest out of the mine, if that is the case. To me as a DM constructing a world which may span several gaming groups and multiple campaigns for the same group, these things are irrelevant. It is the players' responsibility to know their characters, not mine. They make the decisions, and I just lay out the structure of the story for them to fill in. But if they know that they are capable of overcoming any challenge they encounter (I don't count running as overcoming a challenge), then there is no danger. There is no real danger. Back to topic, if you have real danger (as opposed to fake danger that never bites), characters may want multiple characters to mitigate the effect of a character's death. Another thing to consider. If the players want to feel that their characters are 'special', heroic and nearly deathless, the additional characters are simply not necessary. -Fletch! [/QUOTE]
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