Re: How to avoid killing your player characters as GM
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Re: How to avoid killing your player characters as GM
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I am not implying that hack and slash is the "common default" mode of GURPS play or that you personally play hack and slash. I'm not even saying that I play hack and slash the majority of the time. Your smallsword duels would fit right into diplomacy protocols for my last D&D 5E game. |
Re: How to avoid killing your player characters as GM
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I blame the modern view of hack 'n' slash dungeoneering on D&D3's removal of morale stats for monsters (because rolling for this stuff was too hard or something) and then having many of the D&D adventures have monsters explicitly not retreating or surrendering, to the point where it became the assumed norm that unless it was specifically noted that an encounter was with creatures that might retreat or negotiate, they wouldn't. |
Re: How to avoid killing your player characters as GM
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Re: How to avoid killing your player characters as GM
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I've played plenty of D&D games where we didn't kill everything, allowed for surrender, took prisoners, allowed a defeated foe to flee, etc, going all the way back to 1984. A few in between were 'murder hobo' fests, where you only got exp for killing the enemy, but most were not, so, we did not. That behavior was expected in the Gauntlet arcade, not our rpgs. Also, my games have never featured that, even in a pure dungeon crawl, because I don't run NPCs to be stupid. A few mooks drop, and the mooks will get spooked. Unless the NPCs have a decent leader amongst them, mooks will flee as soon as it looks like it's necessary (roughly 30-40% have fallen). Quote:
But yes, Gauntlet and Diablo had a strong impact on D&D for the worse (and Mike Mearls "back to the dungeon" and "orc and pie" nonsense didn't help either). |
Re: How to avoid killing your player characters as GM
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Otherwise, set a Loyalty stat. |
Re: How to avoid killing your player characters as GM
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Re: How to avoid killing your player characters as GM
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As for prospectuses, here's an example entry from my 2020 prospectus: _____ Demobbed. Streetlevel supers. GURPS. Source material: Astro City, JSA: The Liberty File, League of Extraordinary Gentlemen, Planetary, Top Ten: The Forty-Niners, Wild Cards, The Defenders (Netflix series). It’s 1945, and the boys (and girls) with special powers are coming home from the war. How will they fit into civilian life in a world at peace? Player characters will be streetlevel supers—not necessarily “superheroes,” but generally inclined to obey the law, protect the innocent, and help the helpless. The focus of play will be partly on the usual superheroic combat and partly on inventing a role for people with strange powers and abilities. There won’t be a generic category of “superpowers”; rather, many different types of special abilities will be available, from ancient mystical rituals to superscientific inventions. Combat will be realistic and death will be possible, as will legal consequences for going too far with your abilities. You may enjoy this campaign if you like streetlevel superheroes or pulp adventurers; a post-World War II setting appeals to you. |
Re: How to avoid killing your player characters as GM
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When you said "common default" it sounded to me as if you were saying that hack and slash was the normal mode for rpgs in general. So I thought it was relevant for me to say that I hardly ever do anything with that kind of high lethality, and—by implication—that my players don't even expect it (and I have no shortage of such players). I wasn't trying to refute the idea that I personally ran hack and slash, because I didn't assume you were saying that; I was just illustrating the point that there are other modes. Since it seems that you are perfectly aware of that, I don't think we actually disagree, and I apologize if I suggested otherwise. |
Re: How to avoid killing your player characters as GM
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I had to follow a quote chain to realize why you thought I was addressing you. I quoted a post by Boomerang (who was neither quoting nor directly responding to anyone) and a post by johndallman (who quoted Colonel_Klink). When I followed the quote chain back a step, I noticed Colonel_Klink had quote both you and johndallman in his previous post. Not a superlong quote chain, but still not 100% obvious. Plus, I made sure to say this immediately after quoting johndallman: Quote:
There are probably other exceptions. It is just that, given the main topic of this thread, johndallman's advice seemed good "in general". |
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