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<blockquote data-quote="Herpes Cineplex" data-source="post: 1450367" data-attributes="member: 16936"><p>Oh, yes. All the time.</p><p></p><p>And I <em>like</em> it. Oh, I put on a brave face and complain after the game's over about how much I was looking forward to having that guy as a recurring villain, and how sad I am that three seconds after he stepped out and took aim at the party, the PC gunslinger popped his head clean off with a perfect shot between the eyes.</p><p></p><p>But I'm totally lying when I'm complaining, because really, it couldn't have worked out better. When the gunslinger took out the NPC I'd spent some time lovingly crafting into someone they'd really learn to hate, inside I was laughing because it was just so unexpected and made the gunslinger look so damn cool. It's the kind of thing they <em>still</em> bring up when they talk about that game; even though that NPC was barely around long enough for them to remember his name or what he was capable of doing, they will never, ever forget that combat. I fail to see why I should be even remotely upset about that.</p><p></p><p></p><p>Of course I don't consider doing anything other than winning as fast as possible--are you utterly demented?</p><p></p><p>If I'm playing a game where combat comes up and it's a kill-or-be-killed kind of fight, why on earth should I have my character hold back? I have him try his absolute best from the first round to the last, in hopes that I, too, might be the guy who scores the lucky critical that pops the bad guy's head like a balloon and gets to be the big hero. Or if I'm not so lucky, then when I lose I don't want it to be because I was an idiot who let the bad guy walk all over me; I want him to have to work like Stakhanov on methampetamines to finally take me down, or to just barely make his getaway and have to come back later with massive, hideous scars from what I did to him and a serious grudge.</p><p></p><p></p><p>...because, after all, the difference is that the PC is <em>mine</em> but an NPC I create for a game I'm running belongs to the <em>game</em>. </p><p></p><p>--</p><p>and what belongs to the game serves its purpose if it makes the game better</p><p>ryan</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1450367, member: 16936"] Oh, yes. All the time. And I [i]like[/i] it. Oh, I put on a brave face and complain after the game's over about how much I was looking forward to having that guy as a recurring villain, and how sad I am that three seconds after he stepped out and took aim at the party, the PC gunslinger popped his head clean off with a perfect shot between the eyes. But I'm totally lying when I'm complaining, because really, it couldn't have worked out better. When the gunslinger took out the NPC I'd spent some time lovingly crafting into someone they'd really learn to hate, inside I was laughing because it was just so unexpected and made the gunslinger look so damn cool. It's the kind of thing they [i]still[/i] bring up when they talk about that game; even though that NPC was barely around long enough for them to remember his name or what he was capable of doing, they will never, ever forget that combat. I fail to see why I should be even remotely upset about that. Of course I don't consider doing anything other than winning as fast as possible--are you utterly demented? If I'm playing a game where combat comes up and it's a kill-or-be-killed kind of fight, why on earth should I have my character hold back? I have him try his absolute best from the first round to the last, in hopes that I, too, might be the guy who scores the lucky critical that pops the bad guy's head like a balloon and gets to be the big hero. Or if I'm not so lucky, then when I lose I don't want it to be because I was an idiot who let the bad guy walk all over me; I want him to have to work like Stakhanov on methampetamines to finally take me down, or to just barely make his getaway and have to come back later with massive, hideous scars from what I did to him and a serious grudge. ...because, after all, the difference is that the PC is [i]mine[/i] but an NPC I create for a game I'm running belongs to the [i]game[/i]. -- and what belongs to the game serves its purpose if it makes the game better ryan [/QUOTE]
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