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When Is PC Death Worst?
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<blockquote data-quote="Cor_Malek" data-source="post: 5279781" data-attributes="member: 91608"><p>I went with "other": when I've invested a lot in given character and am not satisfied with what came out of it. But this is worse when I'm GM.</p><p></p><p>As a player, if I took my time to create an interesting character with a theme I want to run and he just dies very fast - I hate it for two reasons: I didn't get to have fun with given theme and I hate re-runs and clones - which means that this route is closed for me for some time.</p><p>If my character dies after I've had a lot fun with him it's OK - I lost a char, but I get to make a new one.</p><p></p><p>As GM I find it hard to keep characters of my players motivated to stay on given task while promoting logic and independency. You spend time giving incentive for PC's to form a group, they slowly meet important people, the puzzle fits in place... And then Glasuuvius dies, and it's like: "So... here's Gary. *hello Gary!* He's a re-ro..., I mean he's been hired to help you with your task." I find this... irritating.</p><p></p><p>As a fellow gamer - it's very similar to both above. I like to roleplay, and my characters are often obstructive. I love to build a bond with others, where our characters can depend on each other but also quarrel. Sometimes I base my slightly evil character on being mitigated by good leader within group.</p><p>(example - look what kinds of <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Belkar pulled (ie gnome merchant) when Roy died ;-P ). So when other character dies I feel like I've lost a lot of character building. But it's least upsetting to me, personally.</p></blockquote><p></p>
[QUOTE="Cor_Malek, post: 5279781, member: 91608"] I went with "other": when I've invested a lot in given character and am not satisfied with what came out of it. But this is worse when I'm GM. As a player, if I took my time to create an interesting character with a theme I want to run and he just dies very fast - I hate it for two reasons: I didn't get to have fun with given theme and I hate re-runs and clones - which means that this route is closed for me for some time. If my character dies after I've had a lot fun with him it's OK - I lost a char, but I get to make a new one. As GM I find it hard to keep characters of my players motivated to stay on given task while promoting logic and independency. You spend time giving incentive for PC's to form a group, they slowly meet important people, the puzzle fits in place... And then Glasuuvius dies, and it's like: "So... here's Gary. *hello Gary!* He's a re-ro..., I mean he's been hired to help you with your task." I find this... irritating. As a fellow gamer - it's very similar to both above. I like to roleplay, and my characters are often obstructive. I love to build a bond with others, where our characters can depend on each other but also quarrel. Sometimes I base my slightly evil character on being mitigated by good leader within group. (example - look what kinds of :):) Belkar pulled (ie gnome merchant) when Roy died ;-P ). So when other character dies I feel like I've lost a lot of character building. But it's least upsetting to me, personally. [/QUOTE]
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