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When Do You (GM) Kill PCs?
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<blockquote data-quote="S'mon" data-source="post: 2635644" data-attributes="member: 463"><p>I increasingly believe in giving players what they want, which is to say:</p><p></p><p>1. If the players want roleplay & in-depth character development, randomly killing their PC is going to harm their fun. These are not munchkin players, they're the "real roleplayer" or deep immersion players. They're not trying to trash your campaign world. Their lovingly developed PC not dying means more fun for everyone.</p><p></p><p>2. If the players want to test themselves against the milieu by effectively poking it with a stick to see what happens, it's absolutely vital to maintain versimilitude. Let the dice fall where they may. If the 3rd level PCs try to assassinate the king, it's ok to run it by the book & kill the PCs. In fact, doing anything else will harm the game. If you arbitrarily let them succeed, they realise they can't die and you get Agback's game described above. OTOH if you arbitrarily declare the king unkillable, whether or not you let the PCs live you've inculcated a deep sense of unfairness in the players, potentially ruining the game. </p><p></p><p>My rules:</p><p></p><p>1. Never intervene arbitrarily to maintain a setting element. If the PCs kill the king and trash the setting, fine. Run a civil war game & create a new setting.</p><p></p><p>2. Don't intervene to keep gamist PCs alive if they have chosen to do something that will get them killed.</p><p></p><p>3. If the players are not trying to destabilise the setting or knowingly doing something suicidal, but are having their PCs behave in a reasonable manner (for adventurers, that means going in search of adventure), then make sure they have a reasonable chance to succeed - eg use the CR/EL system. If necessary use other devices such as Fate Points to give them the best chance of survival.</p></blockquote><p></p>
[QUOTE="S'mon, post: 2635644, member: 463"] I increasingly believe in giving players what they want, which is to say: 1. If the players want roleplay & in-depth character development, randomly killing their PC is going to harm their fun. These are not munchkin players, they're the "real roleplayer" or deep immersion players. They're not trying to trash your campaign world. Their lovingly developed PC not dying means more fun for everyone. 2. If the players want to test themselves against the milieu by effectively poking it with a stick to see what happens, it's absolutely vital to maintain versimilitude. Let the dice fall where they may. If the 3rd level PCs try to assassinate the king, it's ok to run it by the book & kill the PCs. In fact, doing anything else will harm the game. If you arbitrarily let them succeed, they realise they can't die and you get Agback's game described above. OTOH if you arbitrarily declare the king unkillable, whether or not you let the PCs live you've inculcated a deep sense of unfairness in the players, potentially ruining the game. My rules: 1. Never intervene arbitrarily to maintain a setting element. If the PCs kill the king and trash the setting, fine. Run a civil war game & create a new setting. 2. Don't intervene to keep gamist PCs alive if they have chosen to do something that will get them killed. 3. If the players are not trying to destabilise the setting or knowingly doing something suicidal, but are having their PCs behave in a reasonable manner (for adventurers, that means going in search of adventure), then make sure they have a reasonable chance to succeed - eg use the CR/EL system. If necessary use other devices such as Fate Points to give them the best chance of survival. [/QUOTE]
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