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To Kill or Not to Kill (PCs): That is the Question...
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<blockquote data-quote="haakon1" data-source="post: 5946631" data-attributes="member: 25619"><p>I play in a campaign with a DM who feels the same, and sometimes forces the results that way. I find it boring when I can see through the veil and realize fudging is happening.</p><p></p><p>For me as DM, MY perfect fight ends with the players saying, "That was awesome!"</p><p></p><p>Generally, that involves the players firing on all cylinders, playing their characters well (using their stats and abilities) and doing clever outside the box "Combat as War" stuff midfight, where the PC's were in character, and probably a moment where it seemed like they were all going to die, and then a moment where something great happened and they realized victory was insight.</p><p></p><p>But I've seen games where a TPK or near TPK can also lead to "That was awesome!"</p><p></p><p></p><p></p><p>Yes, but . . . if there's not even the perception of danger, it takes the spice out of the game. Nothing ventured, nothing gained.</p><p></p><p></p><p></p><p>Mine also want to "win". Knowing everyone gets a trophy for participation might diminish the satisfaction from a "win".</p><p></p><p>My guess is in practice, we do just about the same thing . . . I just not comfortable with saying I will "prevent" deaths . . . I'm more comfortable saying I will not seek them and I will give extra chances to avoid them (like a second roll in a situation that means death if they fail, after the first roll has actually failed -- I've called it a "save versus DM" the two times in 30 years I've done it, since that used to be on the back of the AD&D DM's screen -- meaning Save versus Death Magic).</p></blockquote><p></p>
[QUOTE="haakon1, post: 5946631, member: 25619"] I play in a campaign with a DM who feels the same, and sometimes forces the results that way. I find it boring when I can see through the veil and realize fudging is happening. For me as DM, MY perfect fight ends with the players saying, "That was awesome!" Generally, that involves the players firing on all cylinders, playing their characters well (using their stats and abilities) and doing clever outside the box "Combat as War" stuff midfight, where the PC's were in character, and probably a moment where it seemed like they were all going to die, and then a moment where something great happened and they realized victory was insight. But I've seen games where a TPK or near TPK can also lead to "That was awesome!" Yes, but . . . if there's not even the perception of danger, it takes the spice out of the game. Nothing ventured, nothing gained. Mine also want to "win". Knowing everyone gets a trophy for participation might diminish the satisfaction from a "win". My guess is in practice, we do just about the same thing . . . I just not comfortable with saying I will "prevent" deaths . . . I'm more comfortable saying I will not seek them and I will give extra chances to avoid them (like a second roll in a situation that means death if they fail, after the first roll has actually failed -- I've called it a "save versus DM" the two times in 30 years I've done it, since that used to be on the back of the AD&D DM's screen -- meaning Save versus Death Magic). [/QUOTE]
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