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<blockquote data-quote="Sunseeker" data-source="post: 7107816"><p>I will not typically aim to kill a PC, but that doesn't preclude me from setting up deadly situations where PCs may die. I usually give them ample opportunity to discover fairly obvious clues about the deadliness of a situation, and I usually provide the other players with at least a couple opportunities to save their friends.</p><p></p><p>I typical design my games in the party's favor, provided they don't behave like complete nitwits.</p><p></p><p>However, sometimes when a player is acting out via their PC and causing difficulty for the game, I am not against setting an example. A bop on the nose can go a long way.</p><p></p><p>I try to discourage the "Whatever, I'll just roll a new character." attitude. I don't like it. It tends to lead more people to play stupidly than not. So I like to figure out ways to give deaths meaning, either to show the other players some important element of the plot they were missing (the necromancer can turn the living into their undead slaves!) or to show players the impact they've had on the game world (generic NPCs show up for your friend's funeral, or erect a statue in their honor). </p><p></p><p>However, in some editions death is such a mild speedbump it makes it very difficult to place value on it.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7107816"] I will not typically aim to kill a PC, but that doesn't preclude me from setting up deadly situations where PCs may die. I usually give them ample opportunity to discover fairly obvious clues about the deadliness of a situation, and I usually provide the other players with at least a couple opportunities to save their friends. I typical design my games in the party's favor, provided they don't behave like complete nitwits. However, sometimes when a player is acting out via their PC and causing difficulty for the game, I am not against setting an example. A bop on the nose can go a long way. I try to discourage the "Whatever, I'll just roll a new character." attitude. I don't like it. It tends to lead more people to play stupidly than not. So I like to figure out ways to give deaths meaning, either to show the other players some important element of the plot they were missing (the necromancer can turn the living into their undead slaves!) or to show players the impact they've had on the game world (generic NPCs show up for your friend's funeral, or erect a statue in their honor). However, in some editions death is such a mild speedbump it makes it very difficult to place value on it. [/QUOTE]
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