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TPK or not TPK
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<blockquote data-quote="Pielorinho" data-source="post: 271831" data-attributes="member: 259"><p>I've had one TPK in my gaming career, and I blame myself for it.</p><p></p><p>Currently, I'm much more of a storyteller DM: I gleefully fudge things if it's necessary for improving the fun for everyone.</p><p></p><p>I have one player who is absolutely fantastic at the story-side of things: she writes up pages of NPCs from her character's background that are bristling with plot hooks (Melikke is a smuggler who pays in mysterious gems she calls "Dead Man's Pearls"; she smuggles a drug that produces a mild euphoria to humans but which is considered very dangerous by seadwelling races; her companion has a lattice of gold webbing across his teeth and is constantly chewing fennel candies to disguise his foul breath; etc.). I've more than once hung a side-adventure off of this stuff she writes for me.</p><p></p><p>But she can't figure out how to fight to save her life. </p><p></p><p>So I fudge on her behalf. Her characters don't get attacked as often as other characters, even though they probably should be. If she screws up and ends up doing something that results in her death, I'll let her take it back, or I'll reduce the damage to a nonlethal amount, or I'll replace part of the damage with ability-point damage.</p><p></p><p>It improves her fun, it improves my fun, and it improves everyone's fun. Her focus on storytelling and dramatic detail adds a great deal to my game.</p><p></p><p>A TPK would suck hard.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 271831, member: 259"] I've had one TPK in my gaming career, and I blame myself for it. Currently, I'm much more of a storyteller DM: I gleefully fudge things if it's necessary for improving the fun for everyone. I have one player who is absolutely fantastic at the story-side of things: she writes up pages of NPCs from her character's background that are bristling with plot hooks (Melikke is a smuggler who pays in mysterious gems she calls "Dead Man's Pearls"; she smuggles a drug that produces a mild euphoria to humans but which is considered very dangerous by seadwelling races; her companion has a lattice of gold webbing across his teeth and is constantly chewing fennel candies to disguise his foul breath; etc.). I've more than once hung a side-adventure off of this stuff she writes for me. But she can't figure out how to fight to save her life. So I fudge on her behalf. Her characters don't get attacked as often as other characters, even though they probably should be. If she screws up and ends up doing something that results in her death, I'll let her take it back, or I'll reduce the damage to a nonlethal amount, or I'll replace part of the damage with ability-point damage. It improves her fun, it improves my fun, and it improves everyone's fun. Her focus on storytelling and dramatic detail adds a great deal to my game. A TPK would suck hard. Daniel [/QUOTE]
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