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When a great session goes awry.
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<blockquote data-quote="RangerWickett" data-source="post: 1752827" data-attributes="member: 63"><p>Oh, two other things. The 'rules of DMing' are guidelines we both agree are good to follow if you don't want to piss of the players. Players get incredibly frustrated with losing -- D&D is a power fantasy for a lot of people, and getting beaten is not fun. It's only good if the players then get a chance to take revenge.</p><p></p><p>If you capture the PCs more than once in a given game, they'll hate you. If you have a villain beat them but leave them alive more than once, they'll not trust your threats.</p><p></p><p>Thankfully, one of the PCs has something in his head that makes it so the villains can't kill the party. They don't know which PC it is, so they need to capture them. Ah, I now have my hook for how the villains will inadvertently reveal for whom it is they are working.</p><p></p><p>Anyway, the problem is that the PC who wants to get away from the group has a good reason to want to get away. He's the one with the voice in his head - the mind of a person the villains want to capture. It's all a little complicated, but basically the PC has no good reason to stick around and stay where the villains can capture and lobotomize him. If his character leaves, I suppose I could ask if the player wants a new character, and then make a key part of the plot trying to find the old character before the villains do. But I probably ought to have the DMing chops to give his character a reason to want to stay.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1752827, member: 63"] Oh, two other things. The 'rules of DMing' are guidelines we both agree are good to follow if you don't want to piss of the players. Players get incredibly frustrated with losing -- D&D is a power fantasy for a lot of people, and getting beaten is not fun. It's only good if the players then get a chance to take revenge. If you capture the PCs more than once in a given game, they'll hate you. If you have a villain beat them but leave them alive more than once, they'll not trust your threats. Thankfully, one of the PCs has something in his head that makes it so the villains can't kill the party. They don't know which PC it is, so they need to capture them. Ah, I now have my hook for how the villains will inadvertently reveal for whom it is they are working. Anyway, the problem is that the PC who wants to get away from the group has a good reason to want to get away. He's the one with the voice in his head - the mind of a person the villains want to capture. It's all a little complicated, but basically the PC has no good reason to stick around and stay where the villains can capture and lobotomize him. If his character leaves, I suppose I could ask if the player wants a new character, and then make a key part of the plot trying to find the old character before the villains do. But I probably ought to have the DMing chops to give his character a reason to want to stay. [/QUOTE]
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