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They were all dead. The final arrow was an exclamation mark on everything that had led to this point.
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<blockquote data-quote="Lanefan" data-source="post: 9455452" data-attributes="member: 29398"><p>Yep, that happens. Sometimes one or two originals hang around for the long run, other times you turn 'em all over - sometimes more than once - before any start to stick.</p><p></p><p>...or die trying." <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>TBH, that's perhaps a mistake on your part. Tying any adventure to a single character is fraught with risk, as you've here found out.</p><p></p><p>And that right there is the difference between novel-writing and RPG-running. With a novel the author gets to decide who lives or dies and can plot out the characters' entire story arcs ahead of time. With a TTRPG you-as-DM don't get to make these decisions, and the players and-or dice can throw monkey wrenches into any plan.</p><p></p><p>It shouldn't be in any case; though they should all pose a problem, there can easily be a variety of poison strengths from put-you-to-sleep to make-you-sick to kill-you-dead. Early D&D gets this wrong IMO.</p><p></p><p>I look at it almost as being a slow-motion version of the DCCRPG funnel.</p><p></p><p>A corollary question - two, actually:</p><p></p><p>1. What sort of wealth or magic amounts are the survivors coming home with? Can said survivors afford good gear or magic, to improve their odds of surviving again?</p><p>2. Is revival magic availabe in your game, where the PCs pay a high-level NPC to Raise someone?</p><p></p><p>The bolded is the bit that raises red flags for me. First off, OSR-type games aren't nearly as well suited to Big Damn Heroes play as are the newer versions of D&D. Second, while you might want this, what about your players - do they enjoy the more gritty survival-is-job-one style?</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9455452, member: 29398"] Yep, that happens. Sometimes one or two originals hang around for the long run, other times you turn 'em all over - sometimes more than once - before any start to stick. ...or die trying." :) TBH, that's perhaps a mistake on your part. Tying any adventure to a single character is fraught with risk, as you've here found out. And that right there is the difference between novel-writing and RPG-running. With a novel the author gets to decide who lives or dies and can plot out the characters' entire story arcs ahead of time. With a TTRPG you-as-DM don't get to make these decisions, and the players and-or dice can throw monkey wrenches into any plan. It shouldn't be in any case; though they should all pose a problem, there can easily be a variety of poison strengths from put-you-to-sleep to make-you-sick to kill-you-dead. Early D&D gets this wrong IMO. I look at it almost as being a slow-motion version of the DCCRPG funnel. A corollary question - two, actually: 1. What sort of wealth or magic amounts are the survivors coming home with? Can said survivors afford good gear or magic, to improve their odds of surviving again? 2. Is revival magic availabe in your game, where the PCs pay a high-level NPC to Raise someone? The bolded is the bit that raises red flags for me. First off, OSR-type games aren't nearly as well suited to Big Damn Heroes play as are the newer versions of D&D. Second, while you might want this, what about your players - do they enjoy the more gritty survival-is-job-one style? [/QUOTE]
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