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The World of Inzeladun/Conan d20 Forum
General Discussion
Role-playing Theory
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<blockquote data-quote="InzeladunMaster" data-source="post: 2657730" data-attributes="member: 9774"><p>Thormagni,</p><p></p><p>If it was obvious to the character the count was the bad guy, then yes, I'd stake him immediately. If it was just obvious to me, but there is no evidence for the character yet, then no. This is where the thrill of the hunt kicks in. To me, the hunt is the start of combat. Initiative has not been rolled, but combat starts as soon as I start looking for a fight. </p><p></p><p>Evidence is gathered, then the killing begins once we know who the bad guy is - presuming he deserves killing. Sometimes just running him out of town suffices ("killing" sometimes just means "defeating"). Then again, I also have a theory - "Never leave an enemy behind." They just come back.</p><p></p><p>On the other hand, one of my characters would not have let Saruman live in LotR (the novel) to become Sharkey later. My characters would be more like Sam in LotR - I would have argued killing Gollum.</p><p></p><p>My style of play actually necessitates my style of GMing. If I presented the villian in an obvious light where the players could easily access him immediately, the games would be ungodly short (which is what started happening with <em>teleport </em> spells in DnD). I presume everyone is out to get the bad guy. However, a lot of players surprise me by negotiating with the bad guy, turning him into an ally, or whatever else.</p><p></p><p>To sum up - the best part of killing the badguy is the Hunt. When Grimhelm said the game had mystery and clue-finding - I see "Hunt." If he just presented foe after foe in a straight line to the badguy that is not nearly as fun as Hunting the bad guy down, proving my superiority, and THEN killing him.</p><p></p><p>When the hunt is over - I will kill the bad guy or die trying. That is my point. I will do it with dogged persistance - that is part of the battering ram aspect of the character. </p><p></p><p>My characters are loud and vibrant, despising the ordinary and the dull. They never forget a kindness and repay it handsomely. They never forgive injuries, either, and can wait years for vengeance. The word ‘vengeance’ are vital here. My characters do not try to get 'even' – they conquer and destroy utterly those who betray or hurt him – they get cold revenge. When they see a weakness in an opponent they move in quickly for the kill.</p></blockquote><p></p>
[QUOTE="InzeladunMaster, post: 2657730, member: 9774"] Thormagni, If it was obvious to the character the count was the bad guy, then yes, I'd stake him immediately. If it was just obvious to me, but there is no evidence for the character yet, then no. This is where the thrill of the hunt kicks in. To me, the hunt is the start of combat. Initiative has not been rolled, but combat starts as soon as I start looking for a fight. Evidence is gathered, then the killing begins once we know who the bad guy is - presuming he deserves killing. Sometimes just running him out of town suffices ("killing" sometimes just means "defeating"). Then again, I also have a theory - "Never leave an enemy behind." They just come back. On the other hand, one of my characters would not have let Saruman live in LotR (the novel) to become Sharkey later. My characters would be more like Sam in LotR - I would have argued killing Gollum. My style of play actually necessitates my style of GMing. If I presented the villian in an obvious light where the players could easily access him immediately, the games would be ungodly short (which is what started happening with [I]teleport [/I] spells in DnD). I presume everyone is out to get the bad guy. However, a lot of players surprise me by negotiating with the bad guy, turning him into an ally, or whatever else. To sum up - the best part of killing the badguy is the Hunt. When Grimhelm said the game had mystery and clue-finding - I see "Hunt." If he just presented foe after foe in a straight line to the badguy that is not nearly as fun as Hunting the bad guy down, proving my superiority, and THEN killing him. When the hunt is over - I will kill the bad guy or die trying. That is my point. I will do it with dogged persistance - that is part of the battering ram aspect of the character. My characters are loud and vibrant, despising the ordinary and the dull. They never forget a kindness and repay it handsomely. They never forgive injuries, either, and can wait years for vengeance. The word ‘vengeance’ are vital here. My characters do not try to get 'even' – they conquer and destroy utterly those who betray or hurt him – they get cold revenge. When they see a weakness in an opponent they move in quickly for the kill. [/QUOTE]
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