arcady said:
d20 is a naturally lethal.
it's nowhere near as lethal as GURPS or any of several other games on the market. d20 is one of the most
nonlethal systems i've played over the years.
i'm really trying to understand your point, arcady, but you keep talking about the players having "ownership" of the story... i just don't see how my style is any different in that respect. the PCs are the heroes, it's their story, they own it. i give them chances to shine and be heroic.
I want a strong story, that everyone feels is theirs -the last thing I want is a game where they come and expect me to just tell them what happened. This isn't my novel we're writing -I do that on my own time.
i'm in total agreement. did you honestly think i don't have the same thing happening in my campaign? it's not my story. it's the players' story. they are the heroes and they drive the action.
It's their tale, not mine. So no fudging and no group-hugging Orcs.
i don't quite understand how one follows from the other. so by fudging and having a less lethal campaign, that makes it the DM's story and not the players'? i don't get understand that line of thinking. i facilitate their heroics. i set up an environment in which their characters can achieve things they've only read about in books or seen on a movie screen. i'm allowing the players to assume the roles of larger-than-life figures. i don't see how that suddenly makes it my story over their's.
quite the opposite in fact. if the party gets wiped out by a random encounter with a group of orcs, then it's the orcs' story and not the players'. and who is playing the orcs?
Look at story hours like Contact's, Priatecat, or Nemmerle. These are no-immunity no-fudge DMs. By being so they encourage, not discourage, some of the most intense roleplay you'll find.
firstly, i have. i would not wish to play in their games. they do not suit my style. secondly, i have seen just as intense role-play in my own campaigns. i've seen much more intense role-play in low-lethality campaigns than i have ever seen in high-lethality campaigns. this has been a constant across my 20 years of gaming.
It's intense, you're drawn into the moment, and you start to really feel for the characters you play. Even the players who go through a bad run of PC deaths get in depth and into the story and plot.
as i've said before, i feel more for my characters in low-lethality games. as soon as the body count starts to rise, my emotional attachment to the character and the game drops to zero. i am a different kind of gamer than you.
i used to think like you do now, arcady. i used to think that without death being held over your head, you weren't having a "proper" role-playing game. i switched to my current style and i find i am enjoying gaming more than i ever have in my life.