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To Kill or Not to Kill
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<blockquote data-quote="Yokiboy" data-source="post: 1430802" data-attributes="member: 14521"><p>Hello Bendris,</p><p></p><p>Why can't you just make it harder to come back from the dead? I have IMC. We all agreed that we didn't like the RAW, and adopted some quick and easy rules to make it harder to get raised from the dead. Check out Malhavoc Press' <a href="http://www.montecook.com/mpress_BOHM.html" target="_blank">Book of Hallowed Might</a> for some great ideas on how to make it harder and more epic to raise a character.</p><p></p><p>Plus I don't think it is that easy to get raised to begin with. My party is usually adventuring on the outskirts of civilization, and don't have a temple of their religion nearby that they can get to within the timelines for a Raise Dead. For True Ressurection we demand specific power components, that are a quest in themselves to get a hold of.</p><p></p><p>I don't think I can answer the original question as I don't generally kill characters either. My plots revolve around the characters, and would come to screaching halts if I had them off'ed. They're still very scared of dying, as they love their characters and they have on several occassions come within an inch of a TPK. It works fine for us anyhow.</p><p></p><p>I am about to start a Conan the RPG campaign, and intend to have it be a lot grittier, with more final deaths. Doing this though will shift the focus of the campaign from character driven plots to something I'm at a loss to find a word for... :\ </p><p></p><p>Anyhow, I'm going to give it a try about a week for now. I might be described as "episodic campaigning" perhaps? What I'm thinking here is that each adventure will be its own chapter in the ongoing saga of the Hyborian age, rather than a furthering of the plotlines revolving around the characters. Does that make any sense at all? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>TTFN,</p><p></p><p>Yokiboy</p></blockquote><p></p>
[QUOTE="Yokiboy, post: 1430802, member: 14521"] Hello Bendris, Why can't you just make it harder to come back from the dead? I have IMC. We all agreed that we didn't like the RAW, and adopted some quick and easy rules to make it harder to get raised from the dead. Check out Malhavoc Press' [URL=http://www.montecook.com/mpress_BOHM.html]Book of Hallowed Might[/URL] for some great ideas on how to make it harder and more epic to raise a character. Plus I don't think it is that easy to get raised to begin with. My party is usually adventuring on the outskirts of civilization, and don't have a temple of their religion nearby that they can get to within the timelines for a Raise Dead. For True Ressurection we demand specific power components, that are a quest in themselves to get a hold of. I don't think I can answer the original question as I don't generally kill characters either. My plots revolve around the characters, and would come to screaching halts if I had them off'ed. They're still very scared of dying, as they love their characters and they have on several occassions come within an inch of a TPK. It works fine for us anyhow. I am about to start a Conan the RPG campaign, and intend to have it be a lot grittier, with more final deaths. Doing this though will shift the focus of the campaign from character driven plots to something I'm at a loss to find a word for... :\ Anyhow, I'm going to give it a try about a week for now. I might be described as "episodic campaigning" perhaps? What I'm thinking here is that each adventure will be its own chapter in the ongoing saga of the Hyborian age, rather than a furthering of the plotlines revolving around the characters. Does that make any sense at all? :D TTFN, Yokiboy [/QUOTE]
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