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Piratecat ruined my D&D game
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<blockquote data-quote="Shallown" data-source="post: 3312539" data-attributes="member: 1368"><p>PC inspired me to run a more epic game and I did A few things that helped.</p><p></p><p>1) No one died immediately regardless of how negative they were. They had one round to be healed back up. It's surprising what players can accomplish in a round. It was also very cinematic to see how characters scrambled to beat that deadline (No pun intended well maybe a little). As long as the character was brought back up to at least -10 + con modifier they were not permanently dead.</p><p></p><p>2) the Gods had an investment in the players succeeding so Raising people was a little easier for the PC's. But there was always a cost. Seldom did I actually charge them gold straight out (though the players knew if they could afford it they had better offer the gold or risk upsetting the Gods). When someone died basically the whole party had to contribute. I took each player off to the side and asked what they were willing to give up to have their friend and fellow party member come back. I got all sorts of answers.</p><p></p><p>for example when the character died that the campaign practically hinged on at this point died the dwarf fighter offered his life for the Dead Character. All he heard was "Accepted". The next time the dead character got knocked down below 0 hit points the dwarf fighter found that he instead plunged to that total and effectively gave his life for him. Of course the dwarf fighter was tougher and had a little bit more negative HP wiggle room and survived but from then on he didn't let the other PC out of his sight for fear that would happen again. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As far as weaving a plot over the long term I let the players know a few things that were meta issues. Such as the campaign had a time limit. It was not an overly oppressive one but I set a date for the bad guys to win. As the players did things that impacted the bad guys plans that date shifted forward and backward and eventually the characters had a much more concrete idea of when that date was. I could apply pressure as needed to move the game along and the players enjoyed the benefit of seeing how their actions impacted the world. </p><p></p><p>Though the plot thread was tied closely to one character I chose that player/character carefully and never made the plot dependent on him alone. If the PC died or the player left or tired of him the plot had a fall back position though it may have made things bumpy for a session or three, the risk was worth it.</p><p></p><p></p><p>Later</p></blockquote><p></p>
[QUOTE="Shallown, post: 3312539, member: 1368"] PC inspired me to run a more epic game and I did A few things that helped. 1) No one died immediately regardless of how negative they were. They had one round to be healed back up. It's surprising what players can accomplish in a round. It was also very cinematic to see how characters scrambled to beat that deadline (No pun intended well maybe a little). As long as the character was brought back up to at least -10 + con modifier they were not permanently dead. 2) the Gods had an investment in the players succeeding so Raising people was a little easier for the PC's. But there was always a cost. Seldom did I actually charge them gold straight out (though the players knew if they could afford it they had better offer the gold or risk upsetting the Gods). When someone died basically the whole party had to contribute. I took each player off to the side and asked what they were willing to give up to have their friend and fellow party member come back. I got all sorts of answers. for example when the character died that the campaign practically hinged on at this point died the dwarf fighter offered his life for the Dead Character. All he heard was "Accepted". The next time the dead character got knocked down below 0 hit points the dwarf fighter found that he instead plunged to that total and effectively gave his life for him. Of course the dwarf fighter was tougher and had a little bit more negative HP wiggle room and survived but from then on he didn't let the other PC out of his sight for fear that would happen again. :) As far as weaving a plot over the long term I let the players know a few things that were meta issues. Such as the campaign had a time limit. It was not an overly oppressive one but I set a date for the bad guys to win. As the players did things that impacted the bad guys plans that date shifted forward and backward and eventually the characters had a much more concrete idea of when that date was. I could apply pressure as needed to move the game along and the players enjoyed the benefit of seeing how their actions impacted the world. Though the plot thread was tied closely to one character I chose that player/character carefully and never made the plot dependent on him alone. If the PC died or the player left or tired of him the plot had a fall back position though it may have made things bumpy for a session or three, the risk was worth it. Later [/QUOTE]
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