SweeneyTodd
First Post
Voted Other: In my games, a PC can only die if the player decides that's what they want to happen. Otherwise, they can suffer all manner of horrible fates, but they won't die until the player's decided their story's complete.
Satori said:...darn near every one of my adventures is character driven through background or other pertinent "PC" factor. As such, I have a very, VERY hard time killing off characters. ...I just can't seem to bring myself to kill off a PC that doesn't really deserve it.
ironregime said:My situation is similar to the above.
My group sees D&D as less "game" and more "story." In that respect, we don't have a good time if the PCs get screwed by the dice and start dying early for no good reason. So I tend to have plausible "threat-reduction scenarios" ready. ;-)
As the campaign progresses, however, I tend not to pull punches. This tends to result in some severely messed-up PCs (e.g. critical injuries, diseases, what-have-you), and maybe one or two dead or dying PCs late in the campaign.
And if the campaign is drawing to a closer or major story transition, then I make a conscious effort *not* to do anything extra to save PCs. Instead I'll make the situation seem as dire as possible. If the PCs are both clever and lucky, its a heroic victory. If the PCs fail and/or some die, it's a heroic tragedy (in the Greek sense), which can be just as good of a story.
My last campaign was 23 sessions and averaged 4-5 players per session. One PC was beyond hope in session 22 and died at the beginning of session 23. A second PC died at the end of session 23 as a result of wounds sustained in the climatic battle.
ironregime
sniffles said:I wish I could persuade one of my GMs to think like you do, Ironregime.
sniffles said:Unfortunately, even though his campaigns are the least story-focused of any GM I play with, he's also the one who's most reluctant to kill characters. He keeps track of our hit points so he can fudge the dice. This takes any sense of suspense out of the combats he runs.![]()
You've said what I've been thinkin. It seems like with the extreme story telling mode, you're railroading the players because their death doesn't "fit in" with your story. Monte Cooke said something interesting in the lastest Dragon, when he talks about dm "winging it" instead of preparing or at least attempting to prepare. In relation to the thread, I wonder is it always "this is what my players want" or is just the lack of wanting to rewrite or edit the current storyline to account for a player death. Or as Monte called it " laziness bread by talent and experience. "ironregime said:Print this thread and casually slip it into his/her adventure notes the next time you play. ;-)
Bummer. In college I played with one of the worst DMs you could ever imagine. The DM would never let a PC die if it wasn't already pre-written into the (railroaded) story line. And it was always one of the DM's super-NPCs that saved the day. Horrible. But actually I'm kind of glad I played, though, because I really learned a lot about what *NOT* to do from that DM.
ironregime
It keeps them on their toes. DonTadow said:You've said what I've been thinkin. It seems like with the extreme story telling mode, you're railroading the players because their death doesn't "fit in" with your story. Monte Cooke said something interesting in the lastest Dragon, when he talks about dm "winging it" instead of preparing or at least attempting to prepare. In relation to the thread, I wonder is it always "this is what my players want" or is just the lack of wanting to rewrite or edit the current storyline to account for a player death. Or as Monte called it " laziness bread by talent and experience. "