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One player has problems with character deaths....
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<blockquote data-quote="JesterPoet" data-source="post: 2071467" data-attributes="member: 138"><p>Okay, time for me to ask for some advice.</p><p></p><p>I run Midnight for a group of 5 people. The group switches games back and forth so that we don't all have to run all of the time. It's a great group, and I have no complaints about any of them.</p><p></p><p>Here's the thing, though. One of the players isn't really into character deaths. He's a great roleplayer, and he really likes to get into his character. He's used to playing in more PC-friendly games (White-wolf stuff, and a lot of HIGH fantasy). </p><p></p><p>He makes a good point that he is fully capable of telling the difference between in-character fear of death, and out-of-character fear of death, and he roleplays as such. So really, even if his character didn't die, it isn't going to affect his roleplaying one bit. It would simply affect his enjoyment of the game, which I don't like. He suggests fantastic alternatives such as creating sympathetic NPCs and killing them off (and the like, all of which are tools that I use already) which are absolutely fine, but not all of my players will read things that way. The OOC fear of death is a great motivator for some of them, and I, personally, think it is integral to to Midnight campaign setting.</p><p></p><p>So what can I do? What he brings to the table is fantastic for the game, so I need to work around this issue. If I were to say, "There will be a risk of character death, and you just have to deal with it" he'll still play (I'm pretty sure), but, like I said, it will significantly decrease his enjoyment of the game. But if I give everyone's character immunity from death, I think it will decrease the enjoyment and/or tension for the other players that is creating such a great gaming experience.</p><p></p><p>I'm fine with just letting his character live. But how do I present that to the group? Do we discuss it openly (I'm worried that this will be somewhat embarassing for the one player who wants things different, so it would seem an uncomfortable rule) or do I just fudge in his favor and let him stay alive? The other players know how he feels, so they are unlikely to miss why it is being done, but I doubt that they would be upset (though I can't be 100% sure). Or do I present it at the table? "Who wants to risk death, and who wants me to work around character death for them?" Could that even work?</p><p></p><p>I'd just like some suggestions. I'll be checking in all day, so I'm happy to answer any questions I didn't cover with my initial explanation.</p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="JesterPoet, post: 2071467, member: 138"] Okay, time for me to ask for some advice. I run Midnight for a group of 5 people. The group switches games back and forth so that we don't all have to run all of the time. It's a great group, and I have no complaints about any of them. Here's the thing, though. One of the players isn't really into character deaths. He's a great roleplayer, and he really likes to get into his character. He's used to playing in more PC-friendly games (White-wolf stuff, and a lot of HIGH fantasy). He makes a good point that he is fully capable of telling the difference between in-character fear of death, and out-of-character fear of death, and he roleplays as such. So really, even if his character didn't die, it isn't going to affect his roleplaying one bit. It would simply affect his enjoyment of the game, which I don't like. He suggests fantastic alternatives such as creating sympathetic NPCs and killing them off (and the like, all of which are tools that I use already) which are absolutely fine, but not all of my players will read things that way. The OOC fear of death is a great motivator for some of them, and I, personally, think it is integral to to Midnight campaign setting. So what can I do? What he brings to the table is fantastic for the game, so I need to work around this issue. If I were to say, "There will be a risk of character death, and you just have to deal with it" he'll still play (I'm pretty sure), but, like I said, it will significantly decrease his enjoyment of the game. But if I give everyone's character immunity from death, I think it will decrease the enjoyment and/or tension for the other players that is creating such a great gaming experience. I'm fine with just letting his character live. But how do I present that to the group? Do we discuss it openly (I'm worried that this will be somewhat embarassing for the one player who wants things different, so it would seem an uncomfortable rule) or do I just fudge in his favor and let him stay alive? The other players know how he feels, so they are unlikely to miss why it is being done, but I doubt that they would be upset (though I can't be 100% sure). Or do I present it at the table? "Who wants to risk death, and who wants me to work around character death for them?" Could that even work? I'd just like some suggestions. I'll be checking in all day, so I'm happy to answer any questions I didn't cover with my initial explanation. Thanks! [/QUOTE]
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