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When PCs Die When the Player's Not There
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<blockquote data-quote="Rasyr" data-source="post: 2358905" data-attributes="member: 2855"><p>Actually, I think that would be the worse way to go about it. As a GM you are supposed to be in control. When I am GMing, and if I make a mistake with something, I try to avoid retconning anything if possible. However, I do try to keep things fair. The whole point that The Auld Grump and I have been trying to make is that YOU are not being fair to the player question. You and the 'friend' made mistakes which cost the player his character, not the player himself. If it had been the player who made mistakes, then he dies, no problems, no questions asked.</p><p></p><p>However, you knew the character was not being played correctly, and that it was close to dying from the previous wounds given to the character. You also knew that even without the critical, the character would have been killed by the trog in one or two more blows, and you still did nothing to prevent that.</p><p></p><p>Please note that IF the owner of the character HAD been there, and run his character this way, and you had killed him, then I would not have had ANY problems with the situation. As it is, you are punishing the player (by killing his character) not because of something he did, but because of things you and this 'friend' did.</p><p></p><p>This is the type of situation where it is quite possible that the player does get angry, angry enough to be vindictive against the other characters. I have no idea if the player of the killed character is like that, but it is something to watch out for. New character joins the group and for some unknown reason dislikes the character of the 'friend' and then does his best to kill or get the character killed. It can cause a whole campaign to break down. I have seen this happen before.</p><p></p><p>Who said anything about a dead clone? The character died. Sometime later he wakes up (at where ever the party left his body) fully healed, with NO idea why... Now, he has to catch up to the rest of the party, and convince them that he is really him, and not some doppleganger trying to trick them. Thiscan provide lots of entertainment without retconning a single thing. It gives them a mystery to solve, something that involves them directly, and not some mission for Lord X or Town Y. It will make the players feel like their characters are part of the world as the adventure associated with it revolves around them specifically.</p><p></p><p>As I mentioned before, I play HARP, which has instant death criticals, meaning that anybody can die at any time. This means that in any game that I run death is always lurking in the wings and a very real possibility. It, however, does not mean that I hide behind random dice rolls and allow character to get killed through sheer chance. </p><p></p><p>It is also important to point out that since you are playing in a campaign setting that has magic in it, then things CAN happen. It doesn't mean that they have to happen often, or everytime, just that they ARE possible.</p><p></p><p>You have already admitted that you made mistakes in the situation. I was offering advice on how to correct those mistakes without retconning anything and how to weave those corrections into the ongoing storyline for the characters.</p><p></p><p></p><p>Thanks! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p></p><p>*********</p><p>TANSTAAFL</p><p>*********</p><p><a href="http://www.harphq.com/free_downloads/3000L_HarpLite.pdf" target="_blank">HARP Lite</a> - a free 96 page PDF now available from <a href="http://www.harphq.com" target="_blank">http://www.harphq.com</a></p><p><a href="http://www.hallofdragons.com" target="_blank">The Hall of Dragons</a> - Fantasy Collectibles & More</p></blockquote><p></p>
[QUOTE="Rasyr, post: 2358905, member: 2855"] Actually, I think that would be the worse way to go about it. As a GM you are supposed to be in control. When I am GMing, and if I make a mistake with something, I try to avoid retconning anything if possible. However, I do try to keep things fair. The whole point that The Auld Grump and I have been trying to make is that YOU are not being fair to the player question. You and the 'friend' made mistakes which cost the player his character, not the player himself. If it had been the player who made mistakes, then he dies, no problems, no questions asked. However, you knew the character was not being played correctly, and that it was close to dying from the previous wounds given to the character. You also knew that even without the critical, the character would have been killed by the trog in one or two more blows, and you still did nothing to prevent that. Please note that IF the owner of the character HAD been there, and run his character this way, and you had killed him, then I would not have had ANY problems with the situation. As it is, you are punishing the player (by killing his character) not because of something he did, but because of things you and this 'friend' did. This is the type of situation where it is quite possible that the player does get angry, angry enough to be vindictive against the other characters. I have no idea if the player of the killed character is like that, but it is something to watch out for. New character joins the group and for some unknown reason dislikes the character of the 'friend' and then does his best to kill or get the character killed. It can cause a whole campaign to break down. I have seen this happen before. Who said anything about a dead clone? The character died. Sometime later he wakes up (at where ever the party left his body) fully healed, with NO idea why... Now, he has to catch up to the rest of the party, and convince them that he is really him, and not some doppleganger trying to trick them. Thiscan provide lots of entertainment without retconning a single thing. It gives them a mystery to solve, something that involves them directly, and not some mission for Lord X or Town Y. It will make the players feel like their characters are part of the world as the adventure associated with it revolves around them specifically. As I mentioned before, I play HARP, which has instant death criticals, meaning that anybody can die at any time. This means that in any game that I run death is always lurking in the wings and a very real possibility. It, however, does not mean that I hide behind random dice rolls and allow character to get killed through sheer chance. It is also important to point out that since you are playing in a campaign setting that has magic in it, then things CAN happen. It doesn't mean that they have to happen often, or everytime, just that they ARE possible. You have already admitted that you made mistakes in the situation. I was offering advice on how to correct those mistakes without retconning anything and how to weave those corrections into the ongoing storyline for the characters. Thanks! :D ********* TANSTAAFL ********* [url=http://www.harphq.com/free_downloads/3000L_HarpLite.pdf]HARP Lite[/url] - a free 96 page PDF now available from [url]http://www.harphq.com[/url] [url=http://www.hallofdragons.com]The Hall of Dragons[/url] - Fantasy Collectibles & More [/QUOTE]
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