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We're Going To Do Return to the Tomb of Horrors and One Player has Freaked Out!
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<blockquote data-quote="Chiaroscuro23" data-source="post: 2180306" data-attributes="member: 15371"><p>This is a Social Contract issue. That is, it's about the guys at the table and why they get together to game.</p><p></p><p>This module is a meatgrinder, full of metagamey wonkery designed to kill PCs, as I recall. I would be surprised if a DM decided to run it as part of a long, serious campaign. I would certainly not want to put my prized PC through it if my PC had some sort of story he was involved in. It's essentially a self-contained deathtrap, and my PC'd almost surely prefer to do follows his character-based plot hooks. Because, you see, I expect the DM to include these in a very serious, story oriented game.</p><p></p><p>If, on the other hand, the point is to play through the metagame meatgrinder, then I'd have no problem doing so, but <em>I wouldn't bring a special PC I cared about with story concerns</em>.</p><p></p><p>Essentially, what I'd want to know is <em>why</em> your friend doesn't want his PC to go in. If it's just because the purpose of the module is to kill PCs for no good reason (and I think it is) then I expect the best solution would be to simply substitute a different PC for that module. The sorcerer went on an off-screen adventure while the stand-in was dying, he rejoins the party later, if they survive.</p><p></p><p>Back in the day we used to have stables of PCs at various levels, and would simply go through our folders to find one of appropriate level when the DM announced the adventure. If you play this way, maybe he wants to save his sorcerer for later. If not, maybe he just wants him for later in this campaign. If the module is likely to be the end of the campaign (and TPK is certainly possible), then maybe it makes no difference if he dies in the Tomb.</p><p></p><p>In any case, the best way to solve the problem is by <em>talking to the nervous player</em> about his concerns and seeing if they can be addressed. Think of it this way: if you invited him to play football and he said no because he might get his leg broken, you could assuage his fears by telling him you'd intended flag football. If you'd intended tackle, everyone'd be happier if he stayed home. Either way, the problem is solved by talking to him like an intelligent human being.</p><p></p><p>Cheers, C.</p></blockquote><p></p>
[QUOTE="Chiaroscuro23, post: 2180306, member: 15371"] This is a Social Contract issue. That is, it's about the guys at the table and why they get together to game. This module is a meatgrinder, full of metagamey wonkery designed to kill PCs, as I recall. I would be surprised if a DM decided to run it as part of a long, serious campaign. I would certainly not want to put my prized PC through it if my PC had some sort of story he was involved in. It's essentially a self-contained deathtrap, and my PC'd almost surely prefer to do follows his character-based plot hooks. Because, you see, I expect the DM to include these in a very serious, story oriented game. If, on the other hand, the point is to play through the metagame meatgrinder, then I'd have no problem doing so, but [I]I wouldn't bring a special PC I cared about with story concerns[/I]. Essentially, what I'd want to know is [I]why[/I] your friend doesn't want his PC to go in. If it's just because the purpose of the module is to kill PCs for no good reason (and I think it is) then I expect the best solution would be to simply substitute a different PC for that module. The sorcerer went on an off-screen adventure while the stand-in was dying, he rejoins the party later, if they survive. Back in the day we used to have stables of PCs at various levels, and would simply go through our folders to find one of appropriate level when the DM announced the adventure. If you play this way, maybe he wants to save his sorcerer for later. If not, maybe he just wants him for later in this campaign. If the module is likely to be the end of the campaign (and TPK is certainly possible), then maybe it makes no difference if he dies in the Tomb. In any case, the best way to solve the problem is by [i]talking to the nervous player[/i] about his concerns and seeing if they can be addressed. Think of it this way: if you invited him to play football and he said no because he might get his leg broken, you could assuage his fears by telling him you'd intended flag football. If you'd intended tackle, everyone'd be happier if he stayed home. Either way, the problem is solved by talking to him like an intelligent human being. Cheers, C. [/QUOTE]
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We're Going To Do Return to the Tomb of Horrors and One Player has Freaked Out!
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