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Resurrection changes a man...
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<blockquote data-quote="The Levitator" data-source="post: 3779169" data-attributes="member: 40099"><p>I would think that would depend on the players. We don't have resurrection in my campaigns and my players prefer it that way. Granted, I don't have a single player under 30 and all of them have gamed in different systems and like the lethality aspect of RPG's. Now with that said, I should elaborate. Resurrection is a myth, but I'm not going to let a mid-to-high level character die in my game as a result of dumb luck. That's not fun for anyone, unless it's a temporary condition.</p><p></p><p>Here's the quote from our houserules:</p><p></p><p><span style="color: Red">Resurrection is a myth in this world and is not known to be possible without gruesome consequences. Please remember though, that you are the heroes and if your mid-to- high level character dies as the result of terrible luck, there is always the chance that the party will find the old hermit who lives in a cave who pulled off a resurrection or two in his day.</span></p><p></p><p>Resurrection, IMO, should be used very sparingly and only if the character's death was a result of bad luck. As a GM, I feel it's very important to build an escape hatch into every encounter. I am also very clear with players that I don't really use CR's to determine encounters, and that our world is a savage one and sometimes it's just better to live to fight another day. Here's my #1 houserule:</p><p></p><p><span style="color: Red">• I, as the DM, do not care if you live or die. Your survival is completely up to you. Not every encounter you will face will be winnable. I will not put the PC’s in a completely unwinnable situation, but I will allow the PC’s to do it to themselves. Every encounter will have an escape hatch, but ignoring the escape hatch at the wrong time can mean the painful end of a character. A party whose strategy is, “hey look, it’s breathing, let’s kill it!” will not live long in this campaign. All random encounters are exactly that, random. A 1st level character has a chance (albeit a miniscule one) of meeting up with an ancient red dragon. A good player who wants to advance his/her character as far as possible will choose their battles carefully. In game terms, encounters are created based on the world around you and the environment, not necessarily the creatures CR rating. Remember that this is your story, and you are the heroes. But as heroes, please remember that decisions have consequences. I think of myself as the storyteller and eyes and ears for the party. D&D is not Players VS DM to me. Our goal is that everyone in the group has as much fun as possible.</span></p><p></p><p>My players know up front that it's a world designed to have a real-feel to it, and that every decision they make has consequences of some kind. For my players, that is what makes the game fun. Having unlimited healing like power-ups and easy resurrection that acts like video game extra lives is not fun for the 2 groups that I run. They want the game to be challenging, not easy. My houserules were made around my players, so it was with their gaming style that we built these campaigns. If I had a group that wanted a more video game feel to their experience, I would do whatever I could to accommodate them. While I don't really understand this type of gaming, I would ask the players lots of questions and try to make a game that they will enjoy. It's just been my personal experience that most players want a challenging game with the chance of character death. I've been playing since around 1981, and I can't really think of more than a couple of people I've ever gamed with that wanted uber healing and easy resurrection. I don't think it's an age thing because I started playing when I was 12. Maybe it's an "old school" "new school" kinda thing. If that's the case, then it's just important to know what kind of school you are in so that you can give the players what they want.</p><p></p><p></p><p>I know it's easy to just say, make it all fun for the players, but I think that is sometimes unfair to the GM's. We are trying to have fun too. And as the person who has a 10:1 investment (time and money) in the game, I would like to hope that my players would want me to get some enjoyment out of the game as well. I'm fortunate to have 2 groups of players who do want me to have as much fun as they are having. So we all work together to build a game that is fun for everyone, including little 'ole me! <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></blockquote><p></p>
[QUOTE="The Levitator, post: 3779169, member: 40099"] I would think that would depend on the players. We don't have resurrection in my campaigns and my players prefer it that way. Granted, I don't have a single player under 30 and all of them have gamed in different systems and like the lethality aspect of RPG's. Now with that said, I should elaborate. Resurrection is a myth, but I'm not going to let a mid-to-high level character die in my game as a result of dumb luck. That's not fun for anyone, unless it's a temporary condition. Here's the quote from our houserules: [COLOR=Red]Resurrection is a myth in this world and is not known to be possible without gruesome consequences. Please remember though, that you are the heroes and if your mid-to- high level character dies as the result of terrible luck, there is always the chance that the party will find the old hermit who lives in a cave who pulled off a resurrection or two in his day.[/COLOR] Resurrection, IMO, should be used very sparingly and only if the character's death was a result of bad luck. As a GM, I feel it's very important to build an escape hatch into every encounter. I am also very clear with players that I don't really use CR's to determine encounters, and that our world is a savage one and sometimes it's just better to live to fight another day. Here's my #1 houserule: [COLOR=Red]• I, as the DM, do not care if you live or die. Your survival is completely up to you. Not every encounter you will face will be winnable. I will not put the PC’s in a completely unwinnable situation, but I will allow the PC’s to do it to themselves. Every encounter will have an escape hatch, but ignoring the escape hatch at the wrong time can mean the painful end of a character. A party whose strategy is, “hey look, it’s breathing, let’s kill it!” will not live long in this campaign. All random encounters are exactly that, random. A 1st level character has a chance (albeit a miniscule one) of meeting up with an ancient red dragon. A good player who wants to advance his/her character as far as possible will choose their battles carefully. In game terms, encounters are created based on the world around you and the environment, not necessarily the creatures CR rating. Remember that this is your story, and you are the heroes. But as heroes, please remember that decisions have consequences. I think of myself as the storyteller and eyes and ears for the party. D&D is not Players VS DM to me. Our goal is that everyone in the group has as much fun as possible.[/COLOR] My players know up front that it's a world designed to have a real-feel to it, and that every decision they make has consequences of some kind. For my players, that is what makes the game fun. Having unlimited healing like power-ups and easy resurrection that acts like video game extra lives is not fun for the 2 groups that I run. They want the game to be challenging, not easy. My houserules were made around my players, so it was with their gaming style that we built these campaigns. If I had a group that wanted a more video game feel to their experience, I would do whatever I could to accommodate them. While I don't really understand this type of gaming, I would ask the players lots of questions and try to make a game that they will enjoy. It's just been my personal experience that most players want a challenging game with the chance of character death. I've been playing since around 1981, and I can't really think of more than a couple of people I've ever gamed with that wanted uber healing and easy resurrection. I don't think it's an age thing because I started playing when I was 12. Maybe it's an "old school" "new school" kinda thing. If that's the case, then it's just important to know what kind of school you are in so that you can give the players what they want. I know it's easy to just say, make it all fun for the players, but I think that is sometimes unfair to the GM's. We are trying to have fun too. And as the person who has a 10:1 investment (time and money) in the game, I would like to hope that my players would want me to get some enjoyment out of the game as well. I'm fortunate to have 2 groups of players who do want me to have as much fun as they are having. So we all work together to build a game that is fun for everyone, including little 'ole me! ;) [/QUOTE]
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