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<blockquote data-quote="Majoru Oakheart" data-source="post: 3772823" data-attributes="member: 5143"><p>That's actually really funny if you knew me. Someone once suggested a diceless system and I couldn't even fathom playing like that. Dice are important to me and you'll take them away from me when you pry them from my cold, dead hands.</p><p></p><p>I try to avoid detailed narratives for the exact reason you state. I learned my lesson when I tried making on PC a "chosen one" who I needed to stick around for the whole plot of the game from beginning to end to make work and realized I had to find ways to bring him back to life over and over again and to have enemies purposefully avoid HIM with their attacks to avoid killing him again.</p><p></p><p>I prefer dealing with plots at a macro level. The plot is "The evil wizard is kidnapping people and transforming them into an army of monsters. The PCs are asked to investigate the disappearances. The wizard is going to perform a ritual in 2 days to transform them all. The PCs must stop him. When the PCs stop him, one of the prisoners tells them that the wizard mentioned an ally in another country who was working with him. That will lead into the next adventure." That plot works no matter how many PCs die, no matter what characters everyone in the group plays. If one character dies, I can just have another one show up (amazingly enough) shortly after to replace him.</p><p></p><p>Having the risk of death adds tension and believability to the game, but it doesn't cause the game to come to a grinding halt. The character can either be replaced almost right away or brought back to life with a spell an hour later. A TPK will cause the game to basically end. The PCs failing to stop the wizard in time will cause the next adventure to be derailed and I'll have to replan out the game. It also has the disadvantage of making the players feel unheroic.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 3772823, member: 5143"] That's actually really funny if you knew me. Someone once suggested a diceless system and I couldn't even fathom playing like that. Dice are important to me and you'll take them away from me when you pry them from my cold, dead hands. I try to avoid detailed narratives for the exact reason you state. I learned my lesson when I tried making on PC a "chosen one" who I needed to stick around for the whole plot of the game from beginning to end to make work and realized I had to find ways to bring him back to life over and over again and to have enemies purposefully avoid HIM with their attacks to avoid killing him again. I prefer dealing with plots at a macro level. The plot is "The evil wizard is kidnapping people and transforming them into an army of monsters. The PCs are asked to investigate the disappearances. The wizard is going to perform a ritual in 2 days to transform them all. The PCs must stop him. When the PCs stop him, one of the prisoners tells them that the wizard mentioned an ally in another country who was working with him. That will lead into the next adventure." That plot works no matter how many PCs die, no matter what characters everyone in the group plays. If one character dies, I can just have another one show up (amazingly enough) shortly after to replace him. Having the risk of death adds tension and believability to the game, but it doesn't cause the game to come to a grinding halt. The character can either be replaced almost right away or brought back to life with a spell an hour later. A TPK will cause the game to basically end. The PCs failing to stop the wizard in time will cause the next adventure to be derailed and I'll have to replan out the game. It also has the disadvantage of making the players feel unheroic. [/QUOTE]
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