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When Do You (GM) Kill PCs?
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<blockquote data-quote="Agback" data-source="post: 2639420" data-attributes="member: 5328"><p>That has to be balanced against the fact that Luke would not <em>be</em> Luke if he were dependably so lucky as to be able to count on being immortal. He is cool only while the audience (for a movie) or the player (for an RPG) are able to suspend their disbelief, and pretend that he is facing real risks.</p><p></p><p>There is a nice balance to stike between illusion and reality when it comes to maintaining a perception of risk without losing characters, and it needs work from both sides of the GM screen. A GM can get away with a bit of stagecraft so long as the character-players co-operate by treating illusory risks as real, but I don't really think this can last forever. The PCs have to overcome dangers to be heroes, which means they can't avoid pushing on the scenes and props a little. And the players can't help learning from what results.</p><p></p><p>I was going to start this paragraph 'the trick is', but I'm pretty sure that that would not have been right. The trick I use is to be pretty liberal with defeats and failures that are short of death, teh ultimate victory of evil, and the destruction of the Universe. That way I get to maintain my players' suspension of disbelief without trashing their investments in character background &c. Now that I think about it, perhaps that is a big part of the reason that I tend to avoid the Tolikeinesqe cliches of climactic battle for the fte of Arda.</p></blockquote><p></p>
[QUOTE="Agback, post: 2639420, member: 5328"] That has to be balanced against the fact that Luke would not [i]be[/i] Luke if he were dependably so lucky as to be able to count on being immortal. He is cool only while the audience (for a movie) or the player (for an RPG) are able to suspend their disbelief, and pretend that he is facing real risks. There is a nice balance to stike between illusion and reality when it comes to maintaining a perception of risk without losing characters, and it needs work from both sides of the GM screen. A GM can get away with a bit of stagecraft so long as the character-players co-operate by treating illusory risks as real, but I don't really think this can last forever. The PCs have to overcome dangers to be heroes, which means they can't avoid pushing on the scenes and props a little. And the players can't help learning from what results. I was going to start this paragraph 'the trick is', but I'm pretty sure that that would not have been right. The trick I use is to be pretty liberal with defeats and failures that are short of death, teh ultimate victory of evil, and the destruction of the Universe. That way I get to maintain my players' suspension of disbelief without trashing their investments in character background &c. Now that I think about it, perhaps that is a big part of the reason that I tend to avoid the Tolikeinesqe cliches of climactic battle for the fte of Arda. [/QUOTE]
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