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To Kill or Not to Kill (PCs): That is the Question...
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<blockquote data-quote="korjik" data-source="post: 5946896" data-attributes="member: 56755"><p>The whole pointlessness of this discussion is what is 'win'. A fight that derails the game, even if the players thought it was awesome would not be a win if it irritated the heck out of me. I am playing the game too. A fight that causes someone to waste time making a character instead of playing is not a win. Wasting half a month of play time because someone died and that has to be fixed somehow is not a win.</p><p></p><p>On the other hand, with <em>my players</em>, hacking up a bunch of orcs is alot of fun. They dont really need, and in general dont even want, to worry about dying. They dont want every fight to be a right on the edge life or death struggle. Their 'win' is a room full of dead monsters and a bag full of loot.</p><p></p><p>That dosent mean that there isnt the struggle at all. I save that for climactic stuff. Go up against the BBEG in his evil temple, poke your nose in the lab of the mad Wizard, break into the vault of the Overlord, and <em>at least</em> once you are going to get a fight where you have to pull out all the stops. </p><p></p><p>Lucky for me, I have very predictable players. Dont get me wrong, my players are predictable cause we have been playing together for nearly 20 years. That means I can have a very light touch with fudging cause I usually know how the players are going to behave. More than half my fudging is more along the lines of 'if this hit isnt a crit, they will have enough surges to go to the next fight and finish the adventure' than of the type 'if I dont have the deathbeasts act stupid they will kill the party in two rounds'. Not only that, but the only TPK I have done was where it was a new campaign and my deathbeasts were a homebrew that the party couldnt damage quickly enough to survive. This may have also made me a bit predictable to my players too, so they know how to survive my fights.</p><p></p><p>It just comes down to what do the players (including the GM) want. Mine want to kill monsters and loot treasure. They dont want to have to worry much about dying, unless it is a dramatically appropriate moment. That is what I like to run, too. So it works out for us.</p><p></p><p>That dosent make my way any more or less appropriate or correct than yours. It dosent even mean I wouldnt play your game, or you wouldnt automatically not play mine. It just means that one of the great strengths of an analog RPG is that it is infinitely tailorable to the players involved.</p></blockquote><p></p>
[QUOTE="korjik, post: 5946896, member: 56755"] The whole pointlessness of this discussion is what is 'win'. A fight that derails the game, even if the players thought it was awesome would not be a win if it irritated the heck out of me. I am playing the game too. A fight that causes someone to waste time making a character instead of playing is not a win. Wasting half a month of play time because someone died and that has to be fixed somehow is not a win. On the other hand, with [i]my players[/i], hacking up a bunch of orcs is alot of fun. They dont really need, and in general dont even want, to worry about dying. They dont want every fight to be a right on the edge life or death struggle. Their 'win' is a room full of dead monsters and a bag full of loot. That dosent mean that there isnt the struggle at all. I save that for climactic stuff. Go up against the BBEG in his evil temple, poke your nose in the lab of the mad Wizard, break into the vault of the Overlord, and [i]at least[/i] once you are going to get a fight where you have to pull out all the stops. Lucky for me, I have very predictable players. Dont get me wrong, my players are predictable cause we have been playing together for nearly 20 years. That means I can have a very light touch with fudging cause I usually know how the players are going to behave. More than half my fudging is more along the lines of 'if this hit isnt a crit, they will have enough surges to go to the next fight and finish the adventure' than of the type 'if I dont have the deathbeasts act stupid they will kill the party in two rounds'. Not only that, but the only TPK I have done was where it was a new campaign and my deathbeasts were a homebrew that the party couldnt damage quickly enough to survive. This may have also made me a bit predictable to my players too, so they know how to survive my fights. It just comes down to what do the players (including the GM) want. Mine want to kill monsters and loot treasure. They dont want to have to worry much about dying, unless it is a dramatically appropriate moment. That is what I like to run, too. So it works out for us. That dosent make my way any more or less appropriate or correct than yours. It dosent even mean I wouldnt play your game, or you wouldnt automatically not play mine. It just means that one of the great strengths of an analog RPG is that it is infinitely tailorable to the players involved. [/QUOTE]
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