[OOC] Constables of the 14th Ward

So is this option 5C that you like so much a big secret, or what? And what, praytell, is so wrong with option 1?
 

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Option 1 is not so bad for everyone not named Maeglin. But it does set the precedent of having the DMs kill off PCs when the players are not around.

Option 5: [A] Once this fight is over or now if everyone decides to retreat, the party immediately returns to the surface to heal up, hire a giant killer or two and returns to finish the rescue another day. [C] Or even decides to report Krado is lost forever and move on to something else.

I'm opposed to skipping out on the storyline and starting something new. It's bad karma for cops to quit doing their job. There are few things worse than a bad cop.
 

These are all true observations. But, it's not so much the DMs killing off a character as it is a player abandoning the whole campaign, and disappearing for MONTHS and MONTHS.

I see your point about the storyline thing. And also, just giving up on the mission would leave you never knowing what happened to the little booger. That would irritate me in the extreme! (But, of course, I know what happened to him! hehehe)
 

My 2 Coppers

I have an instinctive dislike of Option 1, for a two reasons - 1) It burns bridges/eliminates future options for GMs as well as for a Player, and 2) It's just not very nice :D (I know, I know . . .).

My preferred choice would be option 2 or 3, with the proviso suggested by Lou that some help be forthcoming from the Denizens of the Downbelow (enough to bring the party back to the strength it was when the adventure was designed).
 

My 2 Coppers

I have an instinctive dislike of Option 1, for a two reasons - 1) It burns bridges/eliminates future options for GMs as well as for a Player, and 2) It's just not very nice :D (I know, I know . . .).

My preferred choice would be option 2 or 3, with the proviso suggested by Lou that some help be forthcoming from the Denizens of the Downbelow (enough to bring the party back to the strength it was when the adventure was designed).
 

Mowgli said:
I have an instinctive dislike of Option 1, for a two reasons - 1) It burns bridges/eliminates future options for GMs as well as for a Player, and 2) It's just not very nice :D (I know, I know . . .).
My preferred choice would be option 2 or 3, with the proviso suggested by Lou that some help be forthcoming from the Denizens of the Downbelow (enough to bring the party back to the strength it was when the adventure was designed).
OK, OK, I won't insist that we kill him. SHEESH! You guys will go to any lengths to spoil my fun, won't you? :D There appears to be already a majority calling for mercy on Rahvin's behalf.

But, I have to ask Mowgli: JUST WHAT MAKES YOU THINK THAT YOU KNOW WHAT STRENGTH LEVEL THE ADVENTURE WAS DESIGNED FOR?? Oh, ye of little faith!! Your infallible DMs have the situation well in hand, as always. :p
 

I vote for Option 2, unless the DMs are sick of moving him around, in which case some variation of Option 3 or 5 would be preferred. If we choose option 2, though, I think the character shouldn't get any special favors just because his player is absent from the game.
 

A quick glance over the orc and lizard fight as well as at Rahvin's current hit points should show you that we play no favorites. :] We also gave him some stomach distress to justify his not being a more active member of the party.
 

I vote for option 3... just because the character is interesting and may give you guys some plot hooks in the future. I couldn't get him on the phone today, but I'd have to agree its unlikely he'll be coming back soon, given the duration of his absense.
 


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