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The problem of saves.
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<blockquote data-quote="takyris" data-source="post: 760527" data-attributes="member: 5171"><p>I believe we have a difference of opinion. I certainly let characters make choices. I encourage it. In the case of this hypothetical world, they'd have the choice of whether to put on their Call Anchor, whether to go out into a dangerous wilderness that doesn't have Mercy Walls (to catch people under the effect of a Call), and even whether to try to attack the Call Anchors of enemies, a potential death-blow if successful just before a Call comes.</p><p></p><p>I wouldn't ask players to roleplay falling off a cliff and into a pool of molten lava, and then find another way to do it when they decided not to do it. </p><p></p><p></p><p></p><p>I disagree with this on just about the strongest possible level. I don't dislike you, I don't disrespect you, but that sentence is so darn antithetical to what I believe that it sends shivers down my spine.</p><p></p><p>Maybe in YOUR game the PCs are unique. In my game, the PCs have only recently reached the level where they're considered forces to be reckoned with. The average guard on the wall is a third-level fighter. The old veteran guardsman might be as high as seventh or ninth level. My players don't think that just because they play their characters, their characters have any more right to survive than anyone else in the world. That's CRPG thinking -- "Oh, this one doesn't have a name, he's not worth talking to."</p><p></p><p></p><p></p><p>So pretend you're in this world. The Call exists, passing through towns on a regular basis, about once every two weeks or so. You know that everyone is affected by the Call. Everyone, a rare group of monks excepted -- and they don't advertise.</p><p></p><p>But now, some adventuring troupe goes off and kills some some brigands, comes back with better equipment, and announces that if you just concentrate real hard, you can resist the Call -- despite hundreds of years of NOBODY resisting it? Does that make sense to you? The only possible explanation is that these adventurers are either mythical heroes of legend of the gods themselves in mortal form -- and if that's the game you wanna play, say hi to Tanis and Raistlin for me -- or better yet, keep reloading that fight against the black dragon until you get those good rolls you need to take her out.</p><p></p><p>Perhaps I AM being unfair to my PCs, if this is how the rest of the world plays.</p><p></p><p>As I said, I'm not gonna run this campaign anyway -- it was a mostly hypothetical argument, and it raised pretty much what I expected: Some people would be fine in a well-told game that used no-save effects, while others would absolutely loathe such a game, and me for running it.</p><p></p><p>-Tacky</p></blockquote><p></p>
[QUOTE="takyris, post: 760527, member: 5171"] I believe we have a difference of opinion. I certainly let characters make choices. I encourage it. In the case of this hypothetical world, they'd have the choice of whether to put on their Call Anchor, whether to go out into a dangerous wilderness that doesn't have Mercy Walls (to catch people under the effect of a Call), and even whether to try to attack the Call Anchors of enemies, a potential death-blow if successful just before a Call comes. I wouldn't ask players to roleplay falling off a cliff and into a pool of molten lava, and then find another way to do it when they decided not to do it. I disagree with this on just about the strongest possible level. I don't dislike you, I don't disrespect you, but that sentence is so darn antithetical to what I believe that it sends shivers down my spine. Maybe in YOUR game the PCs are unique. In my game, the PCs have only recently reached the level where they're considered forces to be reckoned with. The average guard on the wall is a third-level fighter. The old veteran guardsman might be as high as seventh or ninth level. My players don't think that just because they play their characters, their characters have any more right to survive than anyone else in the world. That's CRPG thinking -- "Oh, this one doesn't have a name, he's not worth talking to." So pretend you're in this world. The Call exists, passing through towns on a regular basis, about once every two weeks or so. You know that everyone is affected by the Call. Everyone, a rare group of monks excepted -- and they don't advertise. But now, some adventuring troupe goes off and kills some some brigands, comes back with better equipment, and announces that if you just concentrate real hard, you can resist the Call -- despite hundreds of years of NOBODY resisting it? Does that make sense to you? The only possible explanation is that these adventurers are either mythical heroes of legend of the gods themselves in mortal form -- and if that's the game you wanna play, say hi to Tanis and Raistlin for me -- or better yet, keep reloading that fight against the black dragon until you get those good rolls you need to take her out. Perhaps I AM being unfair to my PCs, if this is how the rest of the world plays. As I said, I'm not gonna run this campaign anyway -- it was a mostly hypothetical argument, and it raised pretty much what I expected: Some people would be fine in a well-told game that used no-save effects, while others would absolutely loathe such a game, and me for running it. -Tacky [/QUOTE]
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