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<blockquote data-quote="Rackhir" data-source="post: 3172279" data-attributes="member: 149"><p>A personal story by way of example.</p><p></p><p>Once a lady I knew who DMed told us about this boneheaded group in Call of Cthulhu that had snuck into the badguy's house at night, despite the fact that "obviously" this was the wrong thing to do since nasty evil things are at their strongest and most active at night.</p><p></p><p>Now several months later, she's running us through a CoC adventure and what do we do? Yes you guessed it! We sneak into the badguy's house at night! We did manage to get out of there with out a TPK. Now I'm not sure if we even lost anyone then (My character did quite memorably die later though), but she later excoriated us for doing the same dumb thing as the previous group. Which brings me to my point.</p><p></p><p>You know exactly what you intend to happen, you've plotted things out on the basis of what you assume they'd do. However, obviously their perceptions of what were going on and what they could expect didn't match yours. Any time this is the case, you have the potential for things going spectacularly wrong as they did in this case. </p><p></p><p>The solution is to talk to them and make sure that their expectations match what your's are. The TPK is in a sense a "good" first step, since it does make an unmistakable point that the PCs can and will be wiped out if they do something you deem as "stupid". </p><p></p><p>One thing that I think is a bad idea is "backstories" for the characters. If this is a campaign where you will be killing characters at the drop of a hat, then there is little point in investing effort in background for what are going to be disposable characters. Save that which grows naturally as the campaign does. This is the flip side of the kind of campaign you have chosen to run. </p><p></p><p>If you watch any slasher flicks, it's the monsters not the disposable victims that get the backstory.</p></blockquote><p></p>
[QUOTE="Rackhir, post: 3172279, member: 149"] A personal story by way of example. Once a lady I knew who DMed told us about this boneheaded group in Call of Cthulhu that had snuck into the badguy's house at night, despite the fact that "obviously" this was the wrong thing to do since nasty evil things are at their strongest and most active at night. Now several months later, she's running us through a CoC adventure and what do we do? Yes you guessed it! We sneak into the badguy's house at night! We did manage to get out of there with out a TPK. Now I'm not sure if we even lost anyone then (My character did quite memorably die later though), but she later excoriated us for doing the same dumb thing as the previous group. Which brings me to my point. You know exactly what you intend to happen, you've plotted things out on the basis of what you assume they'd do. However, obviously their perceptions of what were going on and what they could expect didn't match yours. Any time this is the case, you have the potential for things going spectacularly wrong as they did in this case. The solution is to talk to them and make sure that their expectations match what your's are. The TPK is in a sense a "good" first step, since it does make an unmistakable point that the PCs can and will be wiped out if they do something you deem as "stupid". One thing that I think is a bad idea is "backstories" for the characters. If this is a campaign where you will be killing characters at the drop of a hat, then there is little point in investing effort in background for what are going to be disposable characters. Save that which grows naturally as the campaign does. This is the flip side of the kind of campaign you have chosen to run. If you watch any slasher flicks, it's the monsters not the disposable victims that get the backstory. [/QUOTE]
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