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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: 9455907" data-attributes="member: 29398"><p>The answer there is to always interpret anyhting that even remotely sounds like a hint of danger as a hint of danger and proceed accordingly, i.e. either with great caution or face-first, depending on your party/characters/mood.</p><p></p><p>If it's a TPK, you're right. But if players run their characters with any sense of self-preservation, true TPKs should be extremely rare.</p><p></p><p>If there's any survivors, then someone learned something and can - one hopes - put that knowledge to use next time out.</p><p></p><p>And, as a player, every time* I start over I get to roll up and run out a new character idea. That alone is more than enough to keep me interested in the process.</p><p></p><p>* - exception: if my character dies in its first played session (it's happened!) before anyone got to know it then I might come right back with the same concept again.</p><p></p><p>It also depends on how long everyone expects the campaign as a whole to last. If you're looking for a one-year 1-20 campaign then sure, blow through the low levels. But if the campaign's intended to last 10+ years then as a DM you want to spin those low levels out as long as you can in order to delay getitng to near-capstone levels where the game becomes almost unplayable.</p><p></p><p>A half-dozen old reliable tricks is still five more than the single old reliable trick of fighting.</p><p></p><p>This comes back to the old combat-as-war vs combat-as-sport debate. I (and others, I think) am approaching this from a very C-as-W perspective, where combat probably shouldn't be option 1 or even option 2 or 3 because combat is where the greatest risk lies.</p><p></p><p>For some of us, "gotcha" is sometimes a feature rather than a bug. Danger awaits around every corner and sometimes you don't - or can't - see it coming.</p><p></p><p>I've never DMed ear seekers in my life; and rot grubs just once, only because the module I was running had them in. But cursed items, cloakers/lurkers/trappers, ambushes, death traps? Hell yeah, now and then.</p><p></p><p>As with anything, though, don't overdo it. <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></blockquote><p></p>
[QUOTE="Lanefan, post: 9455907, member: 29398"] The answer there is to always interpret anyhting that even remotely sounds like a hint of danger as a hint of danger and proceed accordingly, i.e. either with great caution or face-first, depending on your party/characters/mood. If it's a TPK, you're right. But if players run their characters with any sense of self-preservation, true TPKs should be extremely rare. If there's any survivors, then someone learned something and can - one hopes - put that knowledge to use next time out. And, as a player, every time* I start over I get to roll up and run out a new character idea. That alone is more than enough to keep me interested in the process. * - exception: if my character dies in its first played session (it's happened!) before anyone got to know it then I might come right back with the same concept again. It also depends on how long everyone expects the campaign as a whole to last. If you're looking for a one-year 1-20 campaign then sure, blow through the low levels. But if the campaign's intended to last 10+ years then as a DM you want to spin those low levels out as long as you can in order to delay getitng to near-capstone levels where the game becomes almost unplayable. A half-dozen old reliable tricks is still five more than the single old reliable trick of fighting. This comes back to the old combat-as-war vs combat-as-sport debate. I (and others, I think) am approaching this from a very C-as-W perspective, where combat probably shouldn't be option 1 or even option 2 or 3 because combat is where the greatest risk lies. For some of us, "gotcha" is sometimes a feature rather than a bug. Danger awaits around every corner and sometimes you don't - or can't - see it coming. I've never DMed ear seekers in my life; and rot grubs just once, only because the module I was running had them in. But cursed items, cloakers/lurkers/trappers, ambushes, death traps? Hell yeah, now and then. As with anything, though, don't overdo it. :) [/QUOTE]
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