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Where does the punitive approach to pc death come from?
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<blockquote data-quote="SteveC" data-source="post: 6535899" data-attributes="member: 9053"><p>I am always amused when someone posts about a cliche in a role-playing game and is met with the response "well <em>my </em>games aren't like that."</p><p></p><p>Having read your posts for a while now, Celebrim, I have no doubt that you don't run games like that: you sound like an excellent GM. I don't run that way either. When I actually get back to updating my 13th Age Story Hour, you can read about my group trying to get off of a crashing sky fortress. They were level two, though, so I suppose that's where things are <em>supposed </em>to get interesting.</p><p></p><p>Of course not every game runs on cliches, but <em>an awful lot them do</em>. I can't believe you've never run into the campaign opening cliches, but if that's actually the case, I'd be glad to introduce you to some GMs I know. Their campaigns would really seem fresh and inventive.</p><p></p><p>A couple spoilers for the caravan guard adventure:</p><p></p><p>At some point your caravan will be ambushed by bandits, and someone in the caravan is actually a spy for the bad guys.</p><p></p><p>And another spoiler for a different starter: goblins are going to attack the Sandpoint festival, so be on your guard for that...</p><p></p><p>The point was that low level adventures typically are less than interesting. Certainly not always, but a lot of the time. Sure you can make your adventures not fit that mold, and if you're a good GM you'll do that. Sadly. as I've said before, GM ability tends to run on a bell-curve and be generated by rolling dice, so there are a lot of average and below average GMs who throw these sorts of challenges out.</p></blockquote><p></p>
[QUOTE="SteveC, post: 6535899, member: 9053"] I am always amused when someone posts about a cliche in a role-playing game and is met with the response "well [I]my [/I]games aren't like that." Having read your posts for a while now, Celebrim, I have no doubt that you don't run games like that: you sound like an excellent GM. I don't run that way either. When I actually get back to updating my 13th Age Story Hour, you can read about my group trying to get off of a crashing sky fortress. They were level two, though, so I suppose that's where things are [I]supposed [/I]to get interesting. Of course not every game runs on cliches, but [I]an awful lot them do[/I]. I can't believe you've never run into the campaign opening cliches, but if that's actually the case, I'd be glad to introduce you to some GMs I know. Their campaigns would really seem fresh and inventive. A couple spoilers for the caravan guard adventure: At some point your caravan will be ambushed by bandits, and someone in the caravan is actually a spy for the bad guys. And another spoiler for a different starter: goblins are going to attack the Sandpoint festival, so be on your guard for that... The point was that low level adventures typically are less than interesting. Certainly not always, but a lot of the time. Sure you can make your adventures not fit that mold, and if you're a good GM you'll do that. Sadly. as I've said before, GM ability tends to run on a bell-curve and be generated by rolling dice, so there are a lot of average and below average GMs who throw these sorts of challenges out. [/QUOTE]
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