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When PCs Die When the Player's Not There
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<blockquote data-quote="Rasyr" data-source="post: 2356651" data-attributes="member: 2855"><p>Please note that my suggestions were not "for no apparent reason". It might not be apparent to the PCs, which DOES give them a mystery to solve. When they say "How did that happen?", you just respond with "Now that is a mystery, isn't it? How are you going to go about figuring out what happened?" or something along those lines. This gives them another plot that they can follow, leading off from the mysterious event that happened to their companion!</p><p></p><p></p><p></p><p>I play (and wrote) HARP, a game with instant death criticals, so you know that I also enjoy games where it is possible for characters to die. However, there IS a major difference between dying when you are there and have control of your character, and you cannot show up for a session and somebody else's lack of judgement gets YOUR character killed.</p><p></p><p>You say you were remiss in not suggesting better tactics. The guy playing the PC for his buddy was also remiss for not playing the character as if it were his own. But guess what? You are punishing the guy who could not make the session for the actions of you and that other player. </p><p></p><p></p><p></p><p>I would just be royally ticked. And the character did NOT die due to bad luck or bad die rolls. He died because of bad decisions by the one controlling the character and the one GMing at the time. There is a world of difference there.</p><p></p><p></p><p>You had already hurt him at least once or twice, with major damage. He was down to 10 hit points or so before that last attack and you had done at least 1 attack that did 12 points of damage. You could have just as easily said he was switching to subdual damage if you had really wanted to take them prisoner.</p><p></p><p></p><p>No, they don't. Random does not equal internal cohesion. Consistant rules and rulings equal internal cohesion. Rolling out in the open like that (and stressing it so much) seems to make it sound more like you wanted to kill his character, but didn't want to take responsibility for it, and are hiding behind the dice rolls.</p></blockquote><p></p>
[QUOTE="Rasyr, post: 2356651, member: 2855"] Please note that my suggestions were not "for no apparent reason". It might not be apparent to the PCs, which DOES give them a mystery to solve. When they say "How did that happen?", you just respond with "Now that is a mystery, isn't it? How are you going to go about figuring out what happened?" or something along those lines. This gives them another plot that they can follow, leading off from the mysterious event that happened to their companion! I play (and wrote) HARP, a game with instant death criticals, so you know that I also enjoy games where it is possible for characters to die. However, there IS a major difference between dying when you are there and have control of your character, and you cannot show up for a session and somebody else's lack of judgement gets YOUR character killed. You say you were remiss in not suggesting better tactics. The guy playing the PC for his buddy was also remiss for not playing the character as if it were his own. But guess what? You are punishing the guy who could not make the session for the actions of you and that other player. I would just be royally ticked. And the character did NOT die due to bad luck or bad die rolls. He died because of bad decisions by the one controlling the character and the one GMing at the time. There is a world of difference there. You had already hurt him at least once or twice, with major damage. He was down to 10 hit points or so before that last attack and you had done at least 1 attack that did 12 points of damage. You could have just as easily said he was switching to subdual damage if you had really wanted to take them prisoner. No, they don't. Random does not equal internal cohesion. Consistant rules and rulings equal internal cohesion. Rolling out in the open like that (and stressing it so much) seems to make it sound more like you wanted to kill his character, but didn't want to take responsibility for it, and are hiding behind the dice rolls. [/QUOTE]
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