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[Poll] As A *Player*, Do You Enjoy Low-Magic/Grim&Gritty Campaigns?
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<blockquote data-quote="Bendris Noulg" data-source="post: 1424964" data-attributes="member: 6398"><p>There's a difference between deciding to run a module (which<em> should</em> be fair for the players) and designing the world to actually <em>scale</em> upwards with them. For instance, if I say the Lord of Evil dwells within the Damned Tower, and the 1st Level PCs take off for the Damned Tower, the 1st Level PCs are going to get <em>exactly</em> what they deserve for doing something gawds-awful stupid. I'm not going to scale down the BBEG of the setting just to accomodate a group of idiots (although, if even one of them has any common sense, they should figure it out <em>long</em> before reaching the Damned Tower that they're walking into a place that will kill them without hesitation or remorse and that I, as a GM, have no intentions of being merciful).</p><p> </p><p>Just as with the dragon example earlier; I certainly wouldn't bust out a dragon without warning on a Low Level party, but I might state that the Northern Woods has a dragon living in it. If the PCs go there as a matter of choice, than yes, they most certainly have a chance of running into the dragon, and that means they most likely will become lunch. However, in my view (both as GM and player), they have been warned and can consider themselves lucky if they don't encounter the beast. And as a Player, I have intentionally broken away from a group as they headed into someplace that I knew the GM had indicated was a bad place to go. They died. Horribly, but quickly. And, of course, blamed me for it (like 1 more 4th Level Fighter was going to be any help against a cursed mountain pass haunted by the souls -ghosts- of a thousand warriors).</p><p> </p><p>And I think this is why I don't like the way Raise/Res/TRes works in 3E; It's not that coming back from the dead is easy (for some heroes, it just might happen once or twice, and is in-fact a common enough occurance in myth/literature to be a valid option), it's that it's become incredibly easy not to suffer for mistakes made that were just plain and simply <em>dumb</em> to do in the first place. By making them rarer, the GM is adding a very worthwhile restriction on them: "Works only if Cause of Death wasn't stupidity."</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 1424964, member: 6398"] There's a difference between deciding to run a module (which[i] should[/i] be fair for the players) and designing the world to actually [i]scale[/i] upwards with them. For instance, if I say the Lord of Evil dwells within the Damned Tower, and the 1st Level PCs take off for the Damned Tower, the 1st Level PCs are going to get [i]exactly[/i] what they deserve for doing something gawds-awful stupid. I'm not going to scale down the BBEG of the setting just to accomodate a group of idiots (although, if even one of them has any common sense, they should figure it out [i]long[/i] before reaching the Damned Tower that they're walking into a place that will kill them without hesitation or remorse and that I, as a GM, have no intentions of being merciful). Just as with the dragon example earlier; I certainly wouldn't bust out a dragon without warning on a Low Level party, but I might state that the Northern Woods has a dragon living in it. If the PCs go there as a matter of choice, than yes, they most certainly have a chance of running into the dragon, and that means they most likely will become lunch. However, in my view (both as GM and player), they have been warned and can consider themselves lucky if they don't encounter the beast. And as a Player, I have intentionally broken away from a group as they headed into someplace that I knew the GM had indicated was a bad place to go. They died. Horribly, but quickly. And, of course, blamed me for it (like 1 more 4th Level Fighter was going to be any help against a cursed mountain pass haunted by the souls -ghosts- of a thousand warriors). And I think this is why I don't like the way Raise/Res/TRes works in 3E; It's not that coming back from the dead is easy (for some heroes, it just might happen once or twice, and is in-fact a common enough occurance in myth/literature to be a valid option), it's that it's become incredibly easy not to suffer for mistakes made that were just plain and simply [i]dumb[/i] to do in the first place. By making them rarer, the GM is adding a very worthwhile restriction on them: "Works only if Cause of Death wasn't stupidity." [/QUOTE]
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[Poll] As A *Player*, Do You Enjoy Low-Magic/Grim&Gritty Campaigns?
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