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To Kill or Not to Kill (PCs): That is the Question...
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<blockquote data-quote="Daztur" data-source="post: 5948113" data-attributes="member: 55680"><p>Well that's the point of all of the random tables in old school D&D. If you combine those with more sandbox play the DM really isn't "placing the possible encounters" all that much. It strips out a lot of that DM-side decision-making. The last campaign I played through it was amazing how passive the DM was (in a good way), so every time we nearly got ourselves killed it was our own damn fault. Of course DM rulings and whatnot play a role here and complete impartiality is impossible, but the goal here is to make the players think that whether they died or not depended on random chance and their own kill, not the DM and I think that that level of even-handedness is achievable.</p><p></p><p></p><p></p><p></p><p>Well personally I like both "democratic" story games in which metagaming "Awesome Meter" power is spread around and old school D&D in which the DM uses their "Awesome Meter" very little. I tend to not like games in which the DM is directing the story of the game and shapes events to make them more awesome. That's not to say that some use of the "Awesome Meter" is a bad thing, but when it gets to the level of the DM's idea of what is cool or not being the main thing that determines if my character lives or dies then that's too much for me.</p><p></p><p>If taken to too much of an extreme, I know that anytime my character dies it's because the DM thought it would be cool for my character to die and that anytime my character almost dies I know that there's a big chance that the reason he isn't dead is that the DM thought it would be cool for him not to die rather than because of anything that I did or didn't do. Personally I'd rather thave either cut and dry rules with no mercy (including save or die) or something like: <a href="http://www.faterpg.com/dl/sotc-srd.html#taken-out" target="_blank">SotC SRD</a> and <a href="http://www.faterpg.com/dl/sotc-srd.html#concessions" target="_blank">SotC SRD</a> than having things be up to the DM's Awesome Meter.</p></blockquote><p></p>
[QUOTE="Daztur, post: 5948113, member: 55680"] Well that's the point of all of the random tables in old school D&D. If you combine those with more sandbox play the DM really isn't "placing the possible encounters" all that much. It strips out a lot of that DM-side decision-making. The last campaign I played through it was amazing how passive the DM was (in a good way), so every time we nearly got ourselves killed it was our own damn fault. Of course DM rulings and whatnot play a role here and complete impartiality is impossible, but the goal here is to make the players think that whether they died or not depended on random chance and their own kill, not the DM and I think that that level of even-handedness is achievable. Well personally I like both "democratic" story games in which metagaming "Awesome Meter" power is spread around and old school D&D in which the DM uses their "Awesome Meter" very little. I tend to not like games in which the DM is directing the story of the game and shapes events to make them more awesome. That's not to say that some use of the "Awesome Meter" is a bad thing, but when it gets to the level of the DM's idea of what is cool or not being the main thing that determines if my character lives or dies then that's too much for me. If taken to too much of an extreme, I know that anytime my character dies it's because the DM thought it would be cool for my character to die and that anytime my character almost dies I know that there's a big chance that the reason he isn't dead is that the DM thought it would be cool for him not to die rather than because of anything that I did or didn't do. Personally I'd rather thave either cut and dry rules with no mercy (including save or die) or something like: [url=http://www.faterpg.com/dl/sotc-srd.html#taken-out]SotC SRD[/url] and [url=http://www.faterpg.com/dl/sotc-srd.html#concessions]SotC SRD[/url] than having things be up to the DM's Awesome Meter. [/QUOTE]
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