discjacker
First Post
Three cheers for the Rat Bastard DM.
I have been in a similar situations actually I had one just last night. I run my campaigns with (what I believe is) a sharp edge or reality. Bad things happen nothing comes easy clues dont fall out of the sky, xp is slow to come, magic items ...well lets just say they call me stingy. So they know what to expect and when something goes there way they know they earned it and feel good for it.
My game night with the current peoples has been going on once a week for nearly 6 years now. Various campaigns and settings. I have endured plenty of party squabbles ( player/player gm/player character/character) And have come off with an idea.
What is most imporatant in the game is that everyone enjoy's themself. This can only really happen if there is trust between yourself (the gm) and the group (the PC's). The PC's need to be able to trust that you will not go out of your way to kill them for any reason. And when they do die and they will if you play a serious hard edge game, think about the actions that lead up to there demise. Did they actively bring it on themselves, was it a plot element that killed them, were they walking blindly into a trap that they were warned about, Was it a hard fought battle where they were knocked unconcious and unable to stablaize before the cleric got to them.
In my opinion a PC death should not be taken lightly after all as my wife pointed out to me a couple of years ago after her character died. "You spend 6 months getting to know your character and integrating him/her into this world, striving to make him/her as real as possible and then you lose it all to one die roll..........It's not worth it...thats not fun" Her comment struck home to me (not only because she is my wife) but because it's true it's hard to get a group of PC's that can act cohesively if one is dieing every few games.
I think it is important for a gm to know when to pull his punches but to do it consistently as was stated above. for me this means no killing PC's out of spite or anger, no killing PC's in plot devices. An example two games ago the group is led into a death trap almost inescapable in game terms. It was iportant that they go through it to show the trechery of one of there trusted NPC freinds. but it is equally important that they all live, well they all did but not without a certain amount of liberal rule use, one character in particular by all rights should be dead. But his companions acted quickly and came up with a plan to save the PC (now what they had in mind was not neccisarily possible with the given guidelines on time constraints and actions. End result they have provided me a way to get them out without a pointless death and they get the satisfaction that they came up with the idea and also the feeling that the DM is willing to work with them.
The following game the same character who should have died rushed ahead of the party headless of warnings, even though his character was a non-combat orientated character ( a Psion telepath)
He was ambushed by an assasin who rolled a critical on his sneak attack the PC was taken to -11 hp in the one attack and died. Why did I not fudge the rules this time? maybe let the cleric who was there in a couple of rounds pump him with some healing magic. Because this was the result of his own actions in a situation that was already knon to be very dangerous In my opinon he was acting rashly. Now this player was upset, who is'nt when there character has met there maker but he understood the situation, and he also knew this was a tough game and that he like your player initiated the action that led to his demise. So while he was upset he was'nt mad at me and by the end of the game was already looking forward to reentering the game with a new character.
My point is:
A DM needs to establish a trust between himself and the players, this will keep goodwill at the table.
A DM needs to be consistent inhis aproach to running the game this way the PC's know what the rules are.
A DM needs to be unbaiased in the way he treats the PC's no special favor's for your wife/husband no special favors for PC's that are always there or that consistently bring soda and chips.
A DM should be leniant in situations that are not within the control of the PC's and on the same token the DM should be ready to "let the dice fall where they mey" in situations where PC's for whatever the situation make in character mistakes.
All this should create an enviorment where PC's trust there GM and can accept that ocasionally bad things are gonna happen even to there PC's
Long winded I know needed to get it off my chest though thanks for the space to rant.
I have been in a similar situations actually I had one just last night. I run my campaigns with (what I believe is) a sharp edge or reality. Bad things happen nothing comes easy clues dont fall out of the sky, xp is slow to come, magic items ...well lets just say they call me stingy. So they know what to expect and when something goes there way they know they earned it and feel good for it.
My game night with the current peoples has been going on once a week for nearly 6 years now. Various campaigns and settings. I have endured plenty of party squabbles ( player/player gm/player character/character) And have come off with an idea.
What is most imporatant in the game is that everyone enjoy's themself. This can only really happen if there is trust between yourself (the gm) and the group (the PC's). The PC's need to be able to trust that you will not go out of your way to kill them for any reason. And when they do die and they will if you play a serious hard edge game, think about the actions that lead up to there demise. Did they actively bring it on themselves, was it a plot element that killed them, were they walking blindly into a trap that they were warned about, Was it a hard fought battle where they were knocked unconcious and unable to stablaize before the cleric got to them.
In my opinion a PC death should not be taken lightly after all as my wife pointed out to me a couple of years ago after her character died. "You spend 6 months getting to know your character and integrating him/her into this world, striving to make him/her as real as possible and then you lose it all to one die roll..........It's not worth it...thats not fun" Her comment struck home to me (not only because she is my wife) but because it's true it's hard to get a group of PC's that can act cohesively if one is dieing every few games.
I think it is important for a gm to know when to pull his punches but to do it consistently as was stated above. for me this means no killing PC's out of spite or anger, no killing PC's in plot devices. An example two games ago the group is led into a death trap almost inescapable in game terms. It was iportant that they go through it to show the trechery of one of there trusted NPC freinds. but it is equally important that they all live, well they all did but not without a certain amount of liberal rule use, one character in particular by all rights should be dead. But his companions acted quickly and came up with a plan to save the PC (now what they had in mind was not neccisarily possible with the given guidelines on time constraints and actions. End result they have provided me a way to get them out without a pointless death and they get the satisfaction that they came up with the idea and also the feeling that the DM is willing to work with them.
The following game the same character who should have died rushed ahead of the party headless of warnings, even though his character was a non-combat orientated character ( a Psion telepath)
He was ambushed by an assasin who rolled a critical on his sneak attack the PC was taken to -11 hp in the one attack and died. Why did I not fudge the rules this time? maybe let the cleric who was there in a couple of rounds pump him with some healing magic. Because this was the result of his own actions in a situation that was already knon to be very dangerous In my opinon he was acting rashly. Now this player was upset, who is'nt when there character has met there maker but he understood the situation, and he also knew this was a tough game and that he like your player initiated the action that led to his demise. So while he was upset he was'nt mad at me and by the end of the game was already looking forward to reentering the game with a new character.
My point is:
A DM needs to establish a trust between himself and the players, this will keep goodwill at the table.
A DM needs to be consistent inhis aproach to running the game this way the PC's know what the rules are.
A DM needs to be unbaiased in the way he treats the PC's no special favor's for your wife/husband no special favors for PC's that are always there or that consistently bring soda and chips.
A DM should be leniant in situations that are not within the control of the PC's and on the same token the DM should be ready to "let the dice fall where they mey" in situations where PC's for whatever the situation make in character mistakes.
All this should create an enviorment where PC's trust there GM and can accept that ocasionally bad things are gonna happen even to there PC's
Long winded I know needed to get it off my chest though thanks for the space to rant.
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