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*TTRPGs General
Too Much Effort to Make New Characters?
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<blockquote data-quote="Kor - Orc Scrollkeeper" data-source="post: 8690629" data-attributes="member: 11096"><p>I'm not a big fan of players that try to give a GM ultimatums.</p><p></p><p>A GM should try to be fair though and if there is an action a player has declared, which the GM knows will be potentially fatal, then a GM should ask the player if they are sure and perhaps even point out the danger involved. Success might make them look like a big hero, and failure will end with a grave marker or a visit to a local cleric for a resurrection.</p><p></p><p>While I don't do it often, I love those do or die moments in the game as it makes the success so rewarding and makes for a great story. Death is not always final, but reviving might come either at the cost of some gold, or a mission the party must now complete for the local cleric.</p><p></p><p>I fail to see the appeal of playing an rpg where I play a character who can never die, regardless of what actions I take. It sounds like your players don't want consequences for their actions. What will you do if they start being agents of chaos, burning down towns or mass murdering people? Part of the fun of engaging with the story, is dealing with the often unanticipated consequences of player actions. If players don't want to be affected by the consequences of their actions then rpg'ing is not their fit -- time for them to go back to playing video games where they can save their progress as many times as they like.</p></blockquote><p></p>
[QUOTE="Kor - Orc Scrollkeeper, post: 8690629, member: 11096"] I'm not a big fan of players that try to give a GM ultimatums. A GM should try to be fair though and if there is an action a player has declared, which the GM knows will be potentially fatal, then a GM should ask the player if they are sure and perhaps even point out the danger involved. Success might make them look like a big hero, and failure will end with a grave marker or a visit to a local cleric for a resurrection. While I don't do it often, I love those do or die moments in the game as it makes the success so rewarding and makes for a great story. Death is not always final, but reviving might come either at the cost of some gold, or a mission the party must now complete for the local cleric. I fail to see the appeal of playing an rpg where I play a character who can never die, regardless of what actions I take. It sounds like your players don't want consequences for their actions. What will you do if they start being agents of chaos, burning down towns or mass murdering people? Part of the fun of engaging with the story, is dealing with the often unanticipated consequences of player actions. If players don't want to be affected by the consequences of their actions then rpg'ing is not their fit -- time for them to go back to playing video games where they can save their progress as many times as they like. [/QUOTE]
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