Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Piratecat ruined my D&D game
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Desdichado" data-source="post: 3312450" data-attributes="member: 2205"><p>Yeah, there are plenty of ways to maintain a sense of danger without actually killing PC's right and left. My most successful implementation of this was my Dark•Heritage homebrew, which also used a very diverse and eclectic mix of d20 rules. There was no resurrection. There was no Raise Dead, Reincarnate or anything like that. In fact, the only magic in the whole setting that was available to PC's was the magic system from the d20 <em>Call of Cthulhu</em> book. I really played up the angle that the setting was a fantasy <em>horror</em> setting, and the players bought into it. I also started the campaign off by giving them some relatively high powered pregens to play, and promptly killed them all before seguing over to their actual PCs. </p><p></p><p>After several months of play, though, and several pretty close calls, we hadn't had a single player death ((<em>EDIT: player <strong>character</strong> death! Although we haven't had a single player death either, thank goodness!</em>)). There were a number of reasons for this (Action Points being used for auto-stabilize was a big one, and the <em>Unearthed Arcana</em> "armor converts a portion of lethal damage into subdual damage" rule was probably the biggest factor, though) but the point is that there are better and usually considerably more effective ways to frighten your players than to be a hard-ass and kill their characters with frequency. In fact, that tends to have the opposite effect, in my experience. If characters die easily and frequently, players tend to get more flippant and casual and shallow about their characters, rather than really taking them seriously. Although an occasional death certainly goes a long way. They need to actually play their PCs for a while to get some attachment to them, develop them as characters, and then they feel more at risk when something might happen to them.</p><p></p><p>The biggest contributor to having an epic campaign of that nature is having players that facilitate it. Some of those great roleplaying moments from reading, say, Piratecat's story hour are completely dependent on players who actually roleplay them out rather than "I draw my sword and attack!" any time anything looks even vaguely fishy, which is an all-too common theme with many D&D players.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 3312450, member: 2205"] Yeah, there are plenty of ways to maintain a sense of danger without actually killing PC's right and left. My most successful implementation of this was my Dark•Heritage homebrew, which also used a very diverse and eclectic mix of d20 rules. There was no resurrection. There was no Raise Dead, Reincarnate or anything like that. In fact, the only magic in the whole setting that was available to PC's was the magic system from the d20 [i]Call of Cthulhu[/i] book. I really played up the angle that the setting was a fantasy [i]horror[/i] setting, and the players bought into it. I also started the campaign off by giving them some relatively high powered pregens to play, and promptly killed them all before seguing over to their actual PCs. After several months of play, though, and several pretty close calls, we hadn't had a single player death (([i]EDIT: player [b]character[/b] death! Although we haven't had a single player death either, thank goodness![/i])). There were a number of reasons for this (Action Points being used for auto-stabilize was a big one, and the [i]Unearthed Arcana[/i] "armor converts a portion of lethal damage into subdual damage" rule was probably the biggest factor, though) but the point is that there are better and usually considerably more effective ways to frighten your players than to be a hard-ass and kill their characters with frequency. In fact, that tends to have the opposite effect, in my experience. If characters die easily and frequently, players tend to get more flippant and casual and shallow about their characters, rather than really taking them seriously. Although an occasional death certainly goes a long way. They need to actually play their PCs for a while to get some attachment to them, develop them as characters, and then they feel more at risk when something might happen to them. The biggest contributor to having an epic campaign of that nature is having players that facilitate it. Some of those great roleplaying moments from reading, say, Piratecat's story hour are completely dependent on players who actually roleplay them out rather than "I draw my sword and attack!" any time anything looks even vaguely fishy, which is an all-too common theme with many D&D players. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Piratecat ruined my D&D game
Top