Thornir Alekeg said:Its great that your players trust you like that. They must enjoy your game. How often do PCs die? If you are doing it on the fly, do you feel you are adjusting things to keep the PCs alive? Would they challenge you if a PC died?
twofalls said:...I write down the damage my players do in combat like I am keeping careful track to see how close they are getting to the monster's death threshold, but in reality I am just narrating the story and will kill it off when it is the most exciting to do so.
Henry said:While that works fine for the most part, I think I'd balk when the baddie starts taking over 200 points of damage and still hasn't fallen yet.I could see, however, keeping track of damage, figuring a critter would probably have about X number of hit points with Y number of hit dice, and pick a plausible point to keel over. I've done that before on the fly, too.
Bardsandsages said:As far as the rules, I sometimes ignore them if it helps add a "cinematic effect" to a game. But my players know that if they expect me to "ignore" a rule for them, that means the monster gets to ignore the rule as well.
Bardsandsages said:My only concern becomes keeping track of where the bad guys are, what they would realistically know about the players, and what monster is behind door number 1.
twofalls said:Another trend I've discovered in myself is a tendency to completely ignore the rules but leave my players feeling like I am following them very closely. I know the rules (we still play 3.0) very well, and most of the time (nearly all the time) I can't be bothered with them. The monsters I use are either old favorites I know well, or more often concoctions off the top of my head to fit the moment. I write down the damage my players do in combat like I am keeping careful track to see how close they are getting to the monster's death threshold, but in reality I am just narrating the story and will kill it off when it is the most exciting to do so. I use the rules when the players need to interact with them, like grappling... how many magic missiles a caster can toss, etc. So I petty much don't ever prep monsters either...
I invent spells on the fly, I make rules calls (educated calls of course) as needed, and pretty much just invent the game as I go mostly with themes and ideas I dreamed up either in reaction to the players or sometimes ideas I thought about the week before the game.
twofalls said:Actually the death rate with my low level PC's is rather high, and its mostly because I make most fights difficult. I don't WANT my game to rotate around combat, so my players try to think thier way out of fighting. D&D is a combat game though, so it still happens at least once most sessions. As the players level up thier characters they have fewer fatalities, and of course if you get high enough they can generally be raised. I've not been accused yet of being a killer GM. I've brought up the mortality rate several times with them and "checked in" to make sure they are ok with things and the response has been that it keeps the game exciting. I've run a number of 3 - 4 year long campaigns and of an avg of 7 starting characters tyically 2 actually live to see the end.
twofalls said:I write down the damage my players do in combat like I am keeping careful track to see how close they are getting to the monster's death threshold, but in reality I am just narrating the story and will kill it off when it is the most exciting to do so.
Thornir Alekeg said:I could get away with that for things like creature hit points, but for inventing spells on the fly, I know the players would be all over me about it, searching for the caster's spellbook and wondering why the spell wasn't in there.
Devyn said:One downside that I have noticed is that IMHO, my GM'ing style has become "entrenched", and I no longer push myself the way I used to do. Seemingly without exception, my players have been very happy with the games I run and keep coming back for more. But for me, I've been less than satisfied on a number of occasions. Which is the main reason reason why I'm begining to work on an entirely new campaign in a new system that I have never used before and a play-style that is decidedly not standard D&D fantasy.
I don't mind personaly getting old ... but I'll be damned if I'll let my GMing become "old".

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.