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<blockquote data-quote="13garth13" data-source="post: 5858438" data-attributes="member: 16979"><p>Yup; as most others have stated, promising a player that their character has plot immunity to death is the highway to rather hot place (and I don't mean bloody Tampa). </p><p></p><p>To be honest, I genuinely cannot fathom that sort of approach to an RPG (not that it's badwrongfun or anything, it's just so truly foreign to me that it's like someone talking about how great tasting mauve was or asking if I had given a listen to the latest Brom picture). Where's the fun and tension if you know that your hero is never (under threat of leaving the game as a player) going to perish?</p><p></p><p>James Bond films may be exciting (if fact they occupy a very special place in my heart!) and a wonderful form of escapism, but I've never found the tension to ever get all that high, simply because you just KNOW he's going to escape the deathtrap somehow. Ditto Conan stories. Now with George R.R. Martin novels, I'm never sure who is going to live or die and it creates dramatic tension and a ball in my gut, because one of my favourite characters might not actually survive a conflict (hell, there's almost a 50/50 chance they're going to take a dirt nap).</p><p></p><p>Clearly people's mileage does vary, but the tldr version is that I think you're taking the right approach (next thing you know, it's backrubs for all the players, and where does it end, I ask you??!!!?? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ).</p><p></p><p>Cheers,</p><p>Colin</p></blockquote><p></p>
[QUOTE="13garth13, post: 5858438, member: 16979"] Yup; as most others have stated, promising a player that their character has plot immunity to death is the highway to rather hot place (and I don't mean bloody Tampa). To be honest, I genuinely cannot fathom that sort of approach to an RPG (not that it's badwrongfun or anything, it's just so truly foreign to me that it's like someone talking about how great tasting mauve was or asking if I had given a listen to the latest Brom picture). Where's the fun and tension if you know that your hero is never (under threat of leaving the game as a player) going to perish? James Bond films may be exciting (if fact they occupy a very special place in my heart!) and a wonderful form of escapism, but I've never found the tension to ever get all that high, simply because you just KNOW he's going to escape the deathtrap somehow. Ditto Conan stories. Now with George R.R. Martin novels, I'm never sure who is going to live or die and it creates dramatic tension and a ball in my gut, because one of my favourite characters might not actually survive a conflict (hell, there's almost a 50/50 chance they're going to take a dirt nap). Clearly people's mileage does vary, but the tldr version is that I think you're taking the right approach (next thing you know, it's backrubs for all the players, and where does it end, I ask you??!!!?? ;) ). Cheers, Colin [/QUOTE]
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