S'mon said:
BTW what is your actual PC death rate? When I played Midnight we had a PC dead every couple of sessions on average (the phrase 'Orc Vardatch' still makes me go *brrr*)

so the entire initial 6-PC party was dead in about 6 months, which really screwed up continuity and greatly harmed the campaign IMO.
We haven't had a PC death yet, but we've only played through Crown of Shadow. We came close once, and go figure it was the player who this thread is about. But I'm going to run it as an extended campaign now, so this is more of a concern.
Inconsequenti-AL said:
I might have this all wrong, but I figured that the schtick to a midnight type game is that your charcters cannot ever 'win' and that you will die sometime?
IMO, the really interesting part of playing in the setting is working up towards the most meaningful and heroic death you can achieve?
Could you sell him on that as a slightly different angle to play his character from?
How important is it to run Midnight? What would you and/or the other players thing of another setting? There's a ton of cool stuff out there, after all?
It depends on how you want to run it. You can run it as a "The characters will never come out on top" scenario, or you can run it where your heroes are the glimmer of hope in the overwhelming darkness. We're somewhere in the middle. My players
might be a glimmer of hope in overwhelming darkness.
Some people would see the point as working towards a meaningful death, but it doesn't have to be that way. I don't think that's what my players are looking for.
As for a different setting... nah. Midnight works well, and it is more adaptable than many people think. This is not an unsolvable problem. It's just a matter of finding the best way to work things out. They all like Midnight, A LOT.
Clueless said:
I don't think anyone's mentioned it yet - but your approach to the problem is one I haven't seen in a lot of places before and one I find admirable. You understand that your job as GM is to make the players enjoy a session and you noticed when the enjoyment factors of players didn't synch up (one doesn't enjoy too great a risk of death, the others like the adreniline rush). It's a good GM who can spot that and decide to think of a conscious way to approach it without just dismissing the concern - and indirectly dismissing the player's enjoyment as less important.
Thanks! I appreciate you mentioning that.
That's why I more or less dismiss notions of kicking him out, or telling him that this is just the way it is. He's a great roleplayer, and that's an asset to our group. By not being flexible, I do more damage to the group than good. There
is a solution here. I'm sure I could have come up with one on my own, but I can come up with a better one with the assistance of others. That's why I came here.