Bob
Troll Level 3
Posts: 813
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Arkwin
Dec 10, 2009 14:03:58 GMT -6
Post by Bob on Dec 10, 2009 14:03:58 GMT -6
Arkwin is my friend Keith. He will be joining this forum as a member of my Lemont Group.
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Arkwin
Jan 3, 2010 1:50:39 GMT -6
Post by arkwin on Jan 3, 2010 1:50:39 GMT -6
hi.
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Bob
Troll Level 3
Posts: 813
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Arkwin
Jan 3, 2010 1:51:06 GMT -6
Post by Bob on Jan 3, 2010 1:51:06 GMT -6
Arkwin is one of the two players I almost killed :-)
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Paul
Administrator
Posts: 1,839
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Arkwin
Jan 3, 2010 10:25:48 GMT -6
Post by Paul on Jan 3, 2010 10:25:48 GMT -6
The thing about death and DnD is there are ways to resurrect people. A high enough level cleric can do it. Even dying can lead its way to another adventure and I'm not referring to the after life.
I've only killed one person in my long stint as a GM. He was then quickly brought back to life by the sith we were trying to kill.
In Star Wars there are powers that can transfer life. The Emperor did this in the extended universe.
The sith we were fighting turned out to have found a holocron (Which is now missing) of Darth Plagueis and began studying it thus learning the power of life transference, which lead to the new host being possessed by the spirit of the Sith. Which lead to months of games to rid of this spirit and eventually trapping it in a crystal that was imbedded with the light side and then the crystal sub sequentially fell underground.
This doesn't mean my games are not lethal, I just choose the story over the mechanics most the time. I will kill a character if they are being really stupid.
I just find it a waste of time to roll up new characters in the middle of the game, it is distracting and time consuming. I also find the concept of back up or alternate characters to be silly. Fred just died, but Henry just showed up to take his place doesn’t make much sense. As a GM I can generally weave the story in the direction for adding a new character but I find it easier to smudge a roll to save a life and the story. Ok, the character doesn’t die; you are knocked out and need to rely on the party to drag you away. If the entire party gets knocked cold, then the entire story becomes an escape from a prison or is found by some wandering person that heals them. However, the savior was too late; all of your gear has been stolen. There are always different prices to pay other then death. The players still learn a lesson, the story is still intact, and we have an unplanned game to play. I guess that is railroading in some people’s eyes.
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