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<blockquote data-quote="d4" data-source="post: 1052137" data-attributes="member: 12699"><p>18+ years DMing, zero PC kills.</p><p></p><p>if Mongoose wrote a book about me, it'd be <em>The Quintessential Spineless Puppy DM.</em> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>i agree that games in which the PCs need not fear death can be just as fun and just as exciting as ones in which three PCs die every session.</p><p></p><p>obviously, the players i've had over the years would agree as well, or they wouldn't keep coming back. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>PC death and mortality just isn't a part (or is rarely a part) of some genres -- comic books, action movies, etc. these are the genres i try to emulate as a DM. i'm not interested in being "realistic". i don't want my players' characters to be "small fish in a big pond". i really like the idea of having a group of larger-than-life heroes who triumph over every tragedy. i don't want them to be just normal people trying to make it in the world; i want them to <em>remake</em> the world for themselves -- to change things up, to get involved, to make a big difference.</p><p></p><p>the question changes from "Will the heroes win?" to "How will the heroes win?" that shift in emphasis works in action movies, and i find it can work just as well in RPGs.</p><p></p><p>i've found there are countless ways of challenging PCs that do not require they put their lives on the line.</p><p></p><p>i find this style of gaming induces the players to take many more risks than they would otherwise. and of course, risky situations are <em>fun.</em> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> frontal attack in broad daylight? sure, why not? may not be the smartest thing to do, but oh boy, it'll sure be fun!</p><p></p><p>it's all a matter of taste, really. this is the style i enjoy.</p></blockquote><p></p>
[QUOTE="d4, post: 1052137, member: 12699"] 18+ years DMing, zero PC kills. if Mongoose wrote a book about me, it'd be [i]The Quintessential Spineless Puppy DM.[/i] :D i agree that games in which the PCs need not fear death can be just as fun and just as exciting as ones in which three PCs die every session. obviously, the players i've had over the years would agree as well, or they wouldn't keep coming back. :) PC death and mortality just isn't a part (or is rarely a part) of some genres -- comic books, action movies, etc. these are the genres i try to emulate as a DM. i'm not interested in being "realistic". i don't want my players' characters to be "small fish in a big pond". i really like the idea of having a group of larger-than-life heroes who triumph over every tragedy. i don't want them to be just normal people trying to make it in the world; i want them to [i]remake[/i] the world for themselves -- to change things up, to get involved, to make a big difference. the question changes from "Will the heroes win?" to "How will the heroes win?" that shift in emphasis works in action movies, and i find it can work just as well in RPGs. i've found there are countless ways of challenging PCs that do not require they put their lives on the line. i find this style of gaming induces the players to take many more risks than they would otherwise. and of course, risky situations are [i]fun.[/i] :D frontal attack in broad daylight? sure, why not? may not be the smartest thing to do, but oh boy, it'll sure be fun! it's all a matter of taste, really. this is the style i enjoy. [/QUOTE]
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