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General Tabletop Discussion
*Pathfinder & Starfinder
Player vs Plot - DM responsibilities
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<blockquote data-quote="Shiroiken" data-source="post: 6336765" data-attributes="member: 6775477"><p>Your style of play is vastly different than ours. This campaign, was meant to be gritty and difficult, and the fun was in it's integrity. We didn't even escape until the 3rd or 4th session, and even then we still had clubs for weapons, no armor, and no food. Giving the wizard a spellbook when everyone else was struggling would have been asinine. The goal was escape, so we weren't in civilized lands. Most of the campaign was survival, with combat against the occasional patrol. Once we killed a few guards and got their stuff, we could have gotten a spellbook off a dead mage... except for the fact that we ran like hell from even a whiff of one. In fact, the campaign ended with a TPK when we faced our first patrol with a mage.</p><p></p><p>If the player wasn't told in advance, I could maybe see your point, but he wasn't. He knew, was advised against, and STILL played that character. Even the player admitted (after the fact) that he made a horrible decision, and he apologized to everyone for hurting the game. This is why the DM should always talk with the players during character creation and give advice for what will work and what won't. A Campaign Handout is invaluable for this.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 6336765, member: 6775477"] Your style of play is vastly different than ours. This campaign, was meant to be gritty and difficult, and the fun was in it's integrity. We didn't even escape until the 3rd or 4th session, and even then we still had clubs for weapons, no armor, and no food. Giving the wizard a spellbook when everyone else was struggling would have been asinine. The goal was escape, so we weren't in civilized lands. Most of the campaign was survival, with combat against the occasional patrol. Once we killed a few guards and got their stuff, we could have gotten a spellbook off a dead mage... except for the fact that we ran like hell from even a whiff of one. In fact, the campaign ended with a TPK when we faced our first patrol with a mage. If the player wasn't told in advance, I could maybe see your point, but he wasn't. He knew, was advised against, and STILL played that character. Even the player admitted (after the fact) that he made a horrible decision, and he apologized to everyone for hurting the game. This is why the DM should always talk with the players during character creation and give advice for what will work and what won't. A Campaign Handout is invaluable for this. [/QUOTE]
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Player vs Plot - DM responsibilities
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