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When Do You (GM) Kill PCs?
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<blockquote data-quote="Mallus" data-source="post: 2627537" data-attributes="member: 3887"><p>I suppose that depends on what they have to <em>do</em> to save the day.</p><p></p><p>Even assuming the PC's are totally immune to dying (which isn't what I'm advocating), 6 mid-level PC's would be hard pressed to say, whittle down an army of 100,000, after <em>failing</em> to raise an army of their own via diplomacy...</p><p></p><p></p><p>What about the fear of <em>loss</em>? Death in standard D&D after a few levels is best described as a loss of resources. Is it so hard to imagine a kind of campaign where the loss of resources pertains to plot-elements and other forms of 'narrative capital', not just gold and a level?</p><p></p><p>In some games, loss of a PC's spouse (or kingdom, or favorite mule) means more to a player </p><p>than a measely 1 level drop.</p><p></p><p></p><p>Unless the lava-sailing PC was immune to heat, they'd be --literally- toast in one of my campaigns. I'm assuming a certain level level cooperation between the DM and player here. If we to play a narrative-heavy game that assumes a certain level of character durability and continuity, it would be considered rude to turn that into Toon.</p><p></p><p></p><p>For some games, death as an option works fine. Its not for every game. </p><p></p><p>And what each player <em>feels</em> is the ultimate failure is the ultimate failure. I've played in high-lethality campaings... recently, in fact. Where an honest death was par for the course, and said death was a source of great amusement for everyone at the table. Irreversible death was the norm. You failed by making uninteresting characters...</p></blockquote><p></p>
[QUOTE="Mallus, post: 2627537, member: 3887"] I suppose that depends on what they have to [i]do[/i] to save the day. Even assuming the PC's are totally immune to dying (which isn't what I'm advocating), 6 mid-level PC's would be hard pressed to say, whittle down an army of 100,000, after [i]failing[/i] to raise an army of their own via diplomacy... What about the fear of [i]loss[/i]? Death in standard D&D after a few levels is best described as a loss of resources. Is it so hard to imagine a kind of campaign where the loss of resources pertains to plot-elements and other forms of 'narrative capital', not just gold and a level? In some games, loss of a PC's spouse (or kingdom, or favorite mule) means more to a player than a measely 1 level drop. Unless the lava-sailing PC was immune to heat, they'd be --literally- toast in one of my campaigns. I'm assuming a certain level level cooperation between the DM and player here. If we to play a narrative-heavy game that assumes a certain level of character durability and continuity, it would be considered rude to turn that into Toon. For some games, death as an option works fine. Its not for every game. And what each player [i]feels[/i] is the ultimate failure is the ultimate failure. I've played in high-lethality campaings... recently, in fact. Where an honest death was par for the course, and said death was a source of great amusement for everyone at the table. Irreversible death was the norm. You failed by making uninteresting characters... [/QUOTE]
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