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Piratecat ruined my D&D game
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<blockquote data-quote="sniffles" data-source="post: 3314232" data-attributes="member: 30035"><p>I've said this before in numerous other threads: character death isn't necessary to have challenge and excitement in a game. </p><p></p><p>I've played for years with a group in which character death occurs very rarely. We only recently had our first character death in a number of years, and that occurred only because we're playing in the Eberron setting and raising/resurrecting characters is so much more difficult in that setting. Had this death occurred in one of our Forgotten Realms games, it would likely have either been hand-waived away or would have inspired a quest to get the dead PC raised. </p><p></p><p>Last week in one of our FR games my PC would have died if the party cleric hadn't cast <em>stalwart pact</em> on him earlier. I knew he wasn't likely to die, but that didn't make me feel any less tense when his hit points dropped into the teens. </p><p></p><p>If you don't want to go as far as making death virtually impossible in your campaign, another suggestion to keep the sense of continuity in the party would be to have all the players make a secondary character at the beginning of the campaign. Such a secondary character would essentially be an offscreen NPC. Perhaps the second PC could be related or connected to the party PC in some way. Out of game you could have the players develop these characters and create a backstory for them that would connect them to the plot and the recurring villain.</p><p></p><p>I realize this could be a lot of work, maybe more than you players would be interested in committing to. But it's one way to make the new PCs more a part of your campaign before they show up in the party. </p><p></p><p>Alternatively, you could require that the players come up with a history that will make their new characters fit into the group before they introduce a new PC. Make some suggestions for them of a type of character you think would fit well - not necessarily a class, but a personality or personal background that will make the character suit the story. In the case of our Eberron campaign, the player thought of a character he'd like to play and worked with the GM to develop an explanation of the new character's presence that would fit him neatly into the party.</p></blockquote><p></p>
[QUOTE="sniffles, post: 3314232, member: 30035"] I've said this before in numerous other threads: character death isn't necessary to have challenge and excitement in a game. I've played for years with a group in which character death occurs very rarely. We only recently had our first character death in a number of years, and that occurred only because we're playing in the Eberron setting and raising/resurrecting characters is so much more difficult in that setting. Had this death occurred in one of our Forgotten Realms games, it would likely have either been hand-waived away or would have inspired a quest to get the dead PC raised. Last week in one of our FR games my PC would have died if the party cleric hadn't cast [I]stalwart pact[/I] on him earlier. I knew he wasn't likely to die, but that didn't make me feel any less tense when his hit points dropped into the teens. If you don't want to go as far as making death virtually impossible in your campaign, another suggestion to keep the sense of continuity in the party would be to have all the players make a secondary character at the beginning of the campaign. Such a secondary character would essentially be an offscreen NPC. Perhaps the second PC could be related or connected to the party PC in some way. Out of game you could have the players develop these characters and create a backstory for them that would connect them to the plot and the recurring villain. I realize this could be a lot of work, maybe more than you players would be interested in committing to. But it's one way to make the new PCs more a part of your campaign before they show up in the party. Alternatively, you could require that the players come up with a history that will make their new characters fit into the group before they introduce a new PC. Make some suggestions for them of a type of character you think would fit well - not necessarily a class, but a personality or personal background that will make the character suit the story. In the case of our Eberron campaign, the player thought of a character he'd like to play and worked with the GM to develop an explanation of the new character's presence that would fit him neatly into the party. [/QUOTE]
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