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<blockquote data-quote="Kahuna Burger" data-source="post: 1100889" data-attributes="member: 8439"><p>yeah, that was the impression I got on the other thread with the "god mode" comment and some of the comments here. I don't think all killer dms have that reasoning, and some just like the style, but I suspect it happens. I use a basic philosophy, as explained to one group of characters over email:</p><p></p><p>>Lets see. Are we assuming the death rate in Keith's campaign (for me at least <g>), or</p><p>>something a little less lethal? </p><p></p><p>"I find stories where the main characters die off pointlessly and often to be annoying. So I don't tell that kind of story. You are going to be near the top of the food chain in this setting, and many of your challenges you'll be choosing for yourself. So if you decide to run straight into the fire flats without an endure elements spell, you will die, but no one's making you do that.</p><p></p><p>There is always risk in combat, but there's always the chance of coming back too, so I suggest making a character you'll like for a while."</p><p></p><p>This philosophy has served me well, and PCs have neither run from the chance to be herioc, nor charged brainlessly into situations they know will likely be over their heads.</p><p></p><p>Now one group that I played in had some serious coddling of certain players going on and "plot immunity" in the bad way. (PC insults and annoys important npc constantly, important npc still helps the party) and I would have likely gone killer DM on them had I been given a chance just to get the group somewhere where I could deal with them in my perfered style.</p><p></p><p>This goes to the players responsibility in a story intensive game, which is another thing I get out front right away. "I encourage roleplaying, but I also encourage the generation of characters who you can roleplay without screwing up the game for everyone else." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Oh, and can we please give up the "X Y & Z seem to use this method in their campaigns and everyone loves the story hours therefore its the right way" bit? Style and skill are completely different issues. A DM of high skill may still have a style I find unenjoyable. And if I'm not enjoying it, they aren't a good dm for me. And I'm not a good player for them. </p><p></p><p>(piratecat, for instance, ran a great oneshot that I had fun in. However, I don't think I would play in a regular game with him as DM. No biggie.)</p><p></p><p>Kahuna burger</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 1100889, member: 8439"] yeah, that was the impression I got on the other thread with the "god mode" comment and some of the comments here. I don't think all killer dms have that reasoning, and some just like the style, but I suspect it happens. I use a basic philosophy, as explained to one group of characters over email: >Lets see. Are we assuming the death rate in Keith's campaign (for me at least <g>), or >something a little less lethal? "I find stories where the main characters die off pointlessly and often to be annoying. So I don't tell that kind of story. You are going to be near the top of the food chain in this setting, and many of your challenges you'll be choosing for yourself. So if you decide to run straight into the fire flats without an endure elements spell, you will die, but no one's making you do that. There is always risk in combat, but there's always the chance of coming back too, so I suggest making a character you'll like for a while." This philosophy has served me well, and PCs have neither run from the chance to be herioc, nor charged brainlessly into situations they know will likely be over their heads. Now one group that I played in had some serious coddling of certain players going on and "plot immunity" in the bad way. (PC insults and annoys important npc constantly, important npc still helps the party) and I would have likely gone killer DM on them had I been given a chance just to get the group somewhere where I could deal with them in my perfered style. This goes to the players responsibility in a story intensive game, which is another thing I get out front right away. "I encourage roleplaying, but I also encourage the generation of characters who you can roleplay without screwing up the game for everyone else." ;) Oh, and can we please give up the "X Y & Z seem to use this method in their campaigns and everyone loves the story hours therefore its the right way" bit? Style and skill are completely different issues. A DM of high skill may still have a style I find unenjoyable. And if I'm not enjoying it, they aren't a good dm for me. And I'm not a good player for them. (piratecat, for instance, ran a great oneshot that I had fun in. However, I don't think I would play in a regular game with him as DM. No biggie.) Kahuna burger [/QUOTE]
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