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I'm a bit of a whimp when it comes to killing PC's. When they start getting in trouble I fudge some of the to-hit and damage rolls so that they don't get in as much trouble as they otherwise might. I think it may be because I'm still relatively new to the DM'ing side of things and I don't want the players to feel like their character died because I threw something too difficult at them. We've played 14 4-5 hour sessions in the current campaign and there have been no character deaths as yet. A couple of characters have been taken into negatives so far but no deaths.

Olaf the Stout
 

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Olaf the Stout said:
I'm a bit of a whimp when it comes to killing PC's. When they start getting in trouble I fudge some of the to-hit and damage rolls so that they don't get in as much trouble as they otherwise might. I think it may be because I'm still relatively new to the DM'ing side of things and I don't want the players to feel like their character died because I threw something too difficult at them. We've played 14 4-5 hour sessions in the current campaign and there have been no character deaths as yet. A couple of characters have been taken into negatives so far but no deaths.

This article is for you, Olaf: How to be a Killer DM :)

This campaign has been going for slightly over 20 sessions now, with two permanent PC deaths, and another three or four that have been raised/reincarnated. (The two new deaths are not counted yet).

I don't like killing PCs in plot-heavy games, as this one is, but every so often it needs to happen to maintain the viability of the game.

Cheers!
 

MerricB said:
This article is for you, Olaf: How to be a Killer DM :)

This campaign has been going for slightly over 20 sessions now, with two permanent PC deaths, and another three or four that have been raised/reincarnated. (The two new deaths are not counted yet).

I don't like killing PCs in plot-heavy games, as this one is, but every so often it needs to happen to maintain the viability of the game.

Cheers!

Another couple of things that probably keep me from killing of PC's:

A couple of them are tied up in plotlines that would just go bye-bye if their character died. Both myself and my players have put a lot of effort into them and it would seem like a waste if they just ended with a PC death. It might also result in the player being less "into" the game.

One player in particular has come up with a really cool concept that I would like to see played out.

Of course, now that the party are 6th level they almost have the resources to bring dead characters back into the fray should the players want to.

The part I am finding difficult is keeping the fear of death there without actually killing characters. It's a very fine line to walk. Of course, I find that when I am a player. if the DM won't let my character be killed the game is a lot less fun for me. I have to keep in mind that my players may think the same thing.

Olaf the Stout
 

Interesting article Merric and I agree with you in general. I would say that myself and most of my players are definitely more on the roleplaying side than the gaming side of things. Having said that I (and I imagine my players) could enjoy a more gaming based campaign as long as everyone knew that up front.

Olaf the Stout
 

MerricB said:
There *is* another way out of the tower, just to reassure you all.
But do the players know that? Because if they don't know that there is another way out, then effectively there is no other way out. Ergo, the players will have their PCs push ever onward, even in the face of insurmountable odds, because there is no alternative.

I'm reminded of something Robin Laws wrote (paraphrased) -- players spend a large portion of the game not knowing what's going on. As DM, you should give them a clear, unambiguous mission. (Unless you want them to wander around aimlessly, which some groups like to do.)
 

Olaf the Stout said:
I would say that myself and most of my players are definitely more on the roleplaying side than the gaming side of things.


One hasn't lived until one has roleplayed a character death. ;)
 

If they're on the plane of Shadow, bust out that terrible book, Races of Destiny and throw a few Illuminous at them as explorers seeking knowledge in the same tower. Gives them a chance to recoup and a place to work from in the Illuminous city.

Or have the other players make shades or starting shades who are already in the tower looking to get out themselves.
 


Joshua Randall said:
I'm reminded of something Robin Laws wrote (paraphrased) -- players spend a large portion of the game not knowing what's going on. As DM, you should give them a clear, unambiguous mission. (Unless you want them to wander around aimlessly, which some groups like to do.)

The players had a clear unambiguous mission: find the Black Cauldron. It's in the tower.

The PCs knew about the arcane lock in advance. This is their second trip to the tower (they fled from the shadesteel golem the first time). They had a base from which they could commission minor magical items (scrolls, potions, lesser wondrous items).

The party had all the necessary information in advance. I fail to see how it is a failure of my DMing if they die due to not preparing contingency plans, and for pressing on even after the death of a PC.

Cheers!
 

That sounds awesome. Sometimes, a PC simply bites the dust, nothing wrong with that.

The Bard/druid/rogue is angling for Floruchan Lyrist, right?
 

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