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Will this Lead to a TPK? [updated 3/16]
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<blockquote data-quote="shilsen" data-source="post: 4067529" data-attributes="member: 198"><p>Thanks <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> </p><p></p><p>[pimp]My story hour does provide a good practical example of my DMing philosophy[/pimp], but I think the main bit of my DMing approach which is relevant to this thread is something I took from <em>Buffy the Vampire Slayer</em> - "Don't go for the kill; go for the pain."</p><p></p><p>I don't like PC death for multiple reasons, as I've sounded off at various places on ENWorld, and I don't really find it adding much to the game. So instead I find ways for the PCs to be challenged and have consequences for their actions which don't involve death, and most of those result in plot options for future adventures and PC motivation to get involved in it.</p><p></p><p>With the situation bento described, for example, here's what I'd do: If the PCs attack the dragon, as it seems the players want to, then I'd have it kick their asses big-time, but not kill them. Instead, it should beat them down, humiliating them and forcing a surrender. That's not so difficult to pull off, requiring just one or two PCs to be taken down and the dragon perching on them and telling the others that if they don't surrender, it fries them or rips their heads off. And even if the others fight on, the dragon can beat them easily.</p><p></p><p>Then, once it has them as captives, the dragon strips them of all their equipment and sends them off to do something for it, promising to return some of their valuables if they do. This achieves a lot of different things. It proves to the players that there is stuff out there which they should run from. It provides a way for the DM to add new plot hooks without railroading, since the PCs do have the option to just leave and not go after what the dragon wants, but with the resultant loss of their equipment. It makes the PCs really hate the dragon and gives them a reason to want to take revenge against it in the future. </p><p></p><p>In short, it simultaneously allows the campaign to continue without any hitches (like a TPK or multiple deaths might cause), adds a lot of interesting options for the future, and gives the players/PCs the feeling of being seriously challenged and having to suffer repercussions for their failures. From my perspective, that's a win-win situation.</p><p></p><p>Hope that both helps bento and fulfills a little of what you asked for, Lord Tirian.</p></blockquote><p></p>
[QUOTE="shilsen, post: 4067529, member: 198"] Thanks :o [pimp]My story hour does provide a good practical example of my DMing philosophy[/pimp], but I think the main bit of my DMing approach which is relevant to this thread is something I took from [I]Buffy the Vampire Slayer[/I] - "Don't go for the kill; go for the pain." I don't like PC death for multiple reasons, as I've sounded off at various places on ENWorld, and I don't really find it adding much to the game. So instead I find ways for the PCs to be challenged and have consequences for their actions which don't involve death, and most of those result in plot options for future adventures and PC motivation to get involved in it. With the situation bento described, for example, here's what I'd do: If the PCs attack the dragon, as it seems the players want to, then I'd have it kick their asses big-time, but not kill them. Instead, it should beat them down, humiliating them and forcing a surrender. That's not so difficult to pull off, requiring just one or two PCs to be taken down and the dragon perching on them and telling the others that if they don't surrender, it fries them or rips their heads off. And even if the others fight on, the dragon can beat them easily. Then, once it has them as captives, the dragon strips them of all their equipment and sends them off to do something for it, promising to return some of their valuables if they do. This achieves a lot of different things. It proves to the players that there is stuff out there which they should run from. It provides a way for the DM to add new plot hooks without railroading, since the PCs do have the option to just leave and not go after what the dragon wants, but with the resultant loss of their equipment. It makes the PCs really hate the dragon and gives them a reason to want to take revenge against it in the future. In short, it simultaneously allows the campaign to continue without any hitches (like a TPK or multiple deaths might cause), adds a lot of interesting options for the future, and gives the players/PCs the feeling of being seriously challenged and having to suffer repercussions for their failures. From my perspective, that's a win-win situation. Hope that both helps bento and fulfills a little of what you asked for, Lord Tirian. [/QUOTE]
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