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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="Banshee16" data-source="post: 2192491" data-attributes="member: 7883"><p>I tend to agree here. In my campaign, the characters have access to resurrection type magic....well, reincarnate to start, but resurrection through hired spellcasters. But none of the players want to use it. Characters die, and they're thinking up new characters, rather than wanting their existing ones to come back.</p><p></p><p>This causes major problems with ongoing storylines, because sometimes, over the course of a campaign, there are no characters left who were part of the original "party" and remember the original motivations behind what the characters are doing.</p><p></p><p>I am not sure the player was over-reacting. Yes, RttTOH has a rep as a deathtrap. Possibly, they might survive. But the adventure isn't really designed that way. If the player has been running a character for so long, and wants to have him be unavailable, let him. He can roll up another character, or take over an NPC, who is a level lower than the rest of the party. Maybe his normal character is sick, or is called on by the head of his order to do something else that means he can't take part in the adventure.</p><p></p><p>That's the easiest solution. Saves face for both DM and player.</p><p></p><p>I think that the points made about a player going through a roleplaying intensive game for years, and then getting put through a meatgrinder are valid. If the player has been playing one way, and the character isn't tricked out, and optimized for dungeon crawling, his chances are pretty low. His character might not have the knowledge on how to survive some of the traps in the tomb etc. without the player using knowledge he shouldn't have. So, let the character decide if something seems to be beyond his ability and retreat gracefully. It doesn't do good for anyone in the group to have people fighting over whether or not to run the game.</p><p></p><p>Years ago, I had a group in Dragonlance, and picked up the Ravenloft box. Decided I wanted to try Ravenloft for a while. The players said they didn't want to try it, because they heard Ravenloft was deadly, and there was no way to succeed. I had them get sucked in anyways. After a session or two, one of the players had his character go insane, kill the other players' characters, then kill himself. End of campaign.</p><p></p><p>Is that situation fun for anyone?</p><p> </p><p>Banshe</p></blockquote><p></p>
[QUOTE="Banshee16, post: 2192491, member: 7883"] I tend to agree here. In my campaign, the characters have access to resurrection type magic....well, reincarnate to start, but resurrection through hired spellcasters. But none of the players want to use it. Characters die, and they're thinking up new characters, rather than wanting their existing ones to come back. This causes major problems with ongoing storylines, because sometimes, over the course of a campaign, there are no characters left who were part of the original "party" and remember the original motivations behind what the characters are doing. I am not sure the player was over-reacting. Yes, RttTOH has a rep as a deathtrap. Possibly, they might survive. But the adventure isn't really designed that way. If the player has been running a character for so long, and wants to have him be unavailable, let him. He can roll up another character, or take over an NPC, who is a level lower than the rest of the party. Maybe his normal character is sick, or is called on by the head of his order to do something else that means he can't take part in the adventure. That's the easiest solution. Saves face for both DM and player. I think that the points made about a player going through a roleplaying intensive game for years, and then getting put through a meatgrinder are valid. If the player has been playing one way, and the character isn't tricked out, and optimized for dungeon crawling, his chances are pretty low. His character might not have the knowledge on how to survive some of the traps in the tomb etc. without the player using knowledge he shouldn't have. So, let the character decide if something seems to be beyond his ability and retreat gracefully. It doesn't do good for anyone in the group to have people fighting over whether or not to run the game. Years ago, I had a group in Dragonlance, and picked up the Ravenloft box. Decided I wanted to try Ravenloft for a while. The players said they didn't want to try it, because they heard Ravenloft was deadly, and there was no way to succeed. I had them get sucked in anyways. After a session or two, one of the players had his character go insane, kill the other players' characters, then kill himself. End of campaign. Is that situation fun for anyone? Banshe [/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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