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General Tabletop Discussion
*TTRPGs General
Whose "property" are the PCs?
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<blockquote data-quote="TheGM" data-source="post: 2411639" data-attributes="member: 34054"><p>I follow some simple rules for my campaigns:</p><p>1. The character can not "pop out" of my worlds into another game. What's created there stays there. While I can't stop them from playing the character elsewhere, the character will still be in my world.</p><p>2. If the player might ever play the character again, I track time. After a suitable amount of time the character dies of old age. </p><p>2.5 If I know the character would not die of old age because of their nature, I give them a spectacular death in combat.</p><p>3. If the player will not be playing the character again and it's a nobody, it either fades or becomes an NPC.</p><p>4. If the player will not be playing the character again and the character is a great hero, they become an NPC and occasionally make cameos with future groups.</p><p>5. The most powerful PCs actually convert to 1/2 PC, 1/2 NPC. There is an organization of powerful people in my main world, and you have to earn your way in, but once you're in I assume the right to run the character should PCs seek him/her out and the player is unavailable. All above the board, I warn people this will happen if they join.</p><p>6. There is only one way into one of my worlds - to be one of those powerful people and then subsequently die. After that you start over at first level, in the land where you are waiting for "the end of the world" to return.</p><p>7. For the occasional character that comes to my world from elsewhere, I negotiate terms about ownership. Normally we end with "shared ownership", and a way for the character to return to where ever it came from should the player feel the world doesn't suit them.</p></blockquote><p></p>
[QUOTE="TheGM, post: 2411639, member: 34054"] I follow some simple rules for my campaigns: 1. The character can not "pop out" of my worlds into another game. What's created there stays there. While I can't stop them from playing the character elsewhere, the character will still be in my world. 2. If the player might ever play the character again, I track time. After a suitable amount of time the character dies of old age. 2.5 If I know the character would not die of old age because of their nature, I give them a spectacular death in combat. 3. If the player will not be playing the character again and it's a nobody, it either fades or becomes an NPC. 4. If the player will not be playing the character again and the character is a great hero, they become an NPC and occasionally make cameos with future groups. 5. The most powerful PCs actually convert to 1/2 PC, 1/2 NPC. There is an organization of powerful people in my main world, and you have to earn your way in, but once you're in I assume the right to run the character should PCs seek him/her out and the player is unavailable. All above the board, I warn people this will happen if they join. 6. There is only one way into one of my worlds - to be one of those powerful people and then subsequently die. After that you start over at first level, in the land where you are waiting for "the end of the world" to return. 7. For the occasional character that comes to my world from elsewhere, I negotiate terms about ownership. Normally we end with "shared ownership", and a way for the character to return to where ever it came from should the player feel the world doesn't suit them. [/QUOTE]
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Whose "property" are the PCs?
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