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What do do about lots of deaths/no shows?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 2402445" data-attributes="member: 5143"><p>This is sort of related to the no shows thread.</p><p></p><p>I was thinking, I've been running a game for the last year or so. I'm running a long adventure(published mod) that isn't over yet. It occurs to me that by the end of the end of the mod all the players might end up being heroes, heralded all over for having saved the world, given land and titles.</p><p></p><p>However, I'm wondering what to do about the fact that each player has gone through about 7 characters each.</p><p></p><p>The mod is fairly deadly, I've attempted to lower the costs for raise dead and raises to encourage PCs just to bring back the same characters when they die. Plus, when players don't show up for a session, it makes things even worse.</p><p></p><p>Most of the mod is a large dungeon. I've run out of reasons to have new PCs just "happen" across the dungeon and wander down the exact right corridor to run into the other PCs without fighting any of the enemies solo. The PCs will go weeks without going back to town and I hate telling a player to wait until they do to join the group (it would take months of real time before they could bring in a new character)</p><p></p><p>So, because of this, we end up with a situation like this:</p><p></p><p>6 PCs set off in a quest and find evidence of bad guys being around.</p><p>They investigate and find the lair of the bad guys.</p><p>They voyage in, making attacks against them.</p><p>3 PCs die, 3 new PCs join.</p><p>The other 3 PCs die, bring in 3 new PCs.</p><p>The party is now an entirely new party who has nothing in common with the first one at all.</p><p>The PCs do something great, they get heralded as heroes and made into knights.</p><p>However 2 of the players aren't there that session.</p><p>All of the PCs die in a TPK, a bunch of the plot items they need to finish the quest are on their corpses.</p><p>All the players make up new character, you have to arrange convoluted methods to get them ALL on the same quest the original party was on AND get them the items they should have at this point in the mod.</p><p>Repeat this process about 6 times.</p><p></p><p>So, the current party basically should have none of the clues they acquired at the beginning of the adventure, none of the items without a bunch of "convenient" circumstances, and no real reason to be going on the same adventure.</p><p></p><p>Plus, all of the current characters have no history or background because they are just replacements for previous characters.</p><p></p><p>What I'm wondering if there is a way to have a continuous story when players keep rolling up new characters when they die instead of being raised? Also, how do you have a continuous story if players aren't there one session and they are suddenly there the next?</p><p></p><p>I mean, at the end of the mod, I have a feeling the "only" accomplishment anyone in the group will have done is defeated the "boss" of the bad guys as the other party will be wiped out the room before hand and roll up new characters.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 2402445, member: 5143"] This is sort of related to the no shows thread. I was thinking, I've been running a game for the last year or so. I'm running a long adventure(published mod) that isn't over yet. It occurs to me that by the end of the end of the mod all the players might end up being heroes, heralded all over for having saved the world, given land and titles. However, I'm wondering what to do about the fact that each player has gone through about 7 characters each. The mod is fairly deadly, I've attempted to lower the costs for raise dead and raises to encourage PCs just to bring back the same characters when they die. Plus, when players don't show up for a session, it makes things even worse. Most of the mod is a large dungeon. I've run out of reasons to have new PCs just "happen" across the dungeon and wander down the exact right corridor to run into the other PCs without fighting any of the enemies solo. The PCs will go weeks without going back to town and I hate telling a player to wait until they do to join the group (it would take months of real time before they could bring in a new character) So, because of this, we end up with a situation like this: 6 PCs set off in a quest and find evidence of bad guys being around. They investigate and find the lair of the bad guys. They voyage in, making attacks against them. 3 PCs die, 3 new PCs join. The other 3 PCs die, bring in 3 new PCs. The party is now an entirely new party who has nothing in common with the first one at all. The PCs do something great, they get heralded as heroes and made into knights. However 2 of the players aren't there that session. All of the PCs die in a TPK, a bunch of the plot items they need to finish the quest are on their corpses. All the players make up new character, you have to arrange convoluted methods to get them ALL on the same quest the original party was on AND get them the items they should have at this point in the mod. Repeat this process about 6 times. So, the current party basically should have none of the clues they acquired at the beginning of the adventure, none of the items without a bunch of "convenient" circumstances, and no real reason to be going on the same adventure. Plus, all of the current characters have no history or background because they are just replacements for previous characters. What I'm wondering if there is a way to have a continuous story when players keep rolling up new characters when they die instead of being raised? Also, how do you have a continuous story if players aren't there one session and they are suddenly there the next? I mean, at the end of the mod, I have a feeling the "only" accomplishment anyone in the group will have done is defeated the "boss" of the bad guys as the other party will be wiped out the room before hand and roll up new characters. [/QUOTE]
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