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To Kill or Not to Kill
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<blockquote data-quote="Elemental" data-source="post: 1432376" data-attributes="member: 7931"><p>Not necessarily. Work it into the story. If the PC is getting raised, have an interlude in the afterlife where they meet a dead ancestor or agent of their god. If not, play out the reactions to their death, the effects that it has on the other characters, the funeral. Try and give it a meaning in the context of the campaign, such as "Well, there's no doubt the minions of the Overlord are bad news now.", "His death buys us some time, let's not waste it." or failing all else, "Whoah, this place is more dangerous than we thought."</p><p></p><p>This is my point of view: Sometimes you get a cheap death. For me, that's the karmic payment for that adrenaline rush that comes from "If this dice roll goes wrong, that's it, I'm down." and the ecstacy when your characters triumph against the odds, on the last dice roll. That's lost if I cannot die, except at a time the GM has designated as being 'dramatic' enough. That veers dangerously close to railroading. When I run games, I'll help the PC's out of game. I'll give them in-game reasons to know that a fight might require specialised tactics, or is just out of their league. When rules are ambiguous, I'll use the interpratation that favours the PC's. But I won't fudge. If something is no serious threat to the PC's, it doesn't have dice rolled for it.</p></blockquote><p></p>
[QUOTE="Elemental, post: 1432376, member: 7931"] Not necessarily. Work it into the story. If the PC is getting raised, have an interlude in the afterlife where they meet a dead ancestor or agent of their god. If not, play out the reactions to their death, the effects that it has on the other characters, the funeral. Try and give it a meaning in the context of the campaign, such as "Well, there's no doubt the minions of the Overlord are bad news now.", "His death buys us some time, let's not waste it." or failing all else, "Whoah, this place is more dangerous than we thought." This is my point of view: Sometimes you get a cheap death. For me, that's the karmic payment for that adrenaline rush that comes from "If this dice roll goes wrong, that's it, I'm down." and the ecstacy when your characters triumph against the odds, on the last dice roll. That's lost if I cannot die, except at a time the GM has designated as being 'dramatic' enough. That veers dangerously close to railroading. When I run games, I'll help the PC's out of game. I'll give them in-game reasons to know that a fight might require specialised tactics, or is just out of their league. When rules are ambiguous, I'll use the interpratation that favours the PC's. But I won't fudge. If something is no serious threat to the PC's, it doesn't have dice rolled for it. [/QUOTE]
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