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#10 | ||
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Join Date: May 2005
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Quote:
In the end, though, I kind of copped out and told them, "You have plenty of evidence to take to the baron now!" I also decided that I'll be a little cheesy and refer to certain items as "quest items" since everyone at the table is a World of Warcraft player. We joke about, "This item gives you a quest when you right click on it." I saw someone once give me some evidence about handing out cards to keep players reminding of "quests in progress" which is something I think I'll start doing. "Take the unholy dagger you recovered from the cultist to the Church", which when they do that, the church will hand them another card which says "Go here now" and so on. That way the players have something physical to remind them of "I have this thing still left to do." Even if it might have been a few weeks since they picked it up. Quote:
I played and ran in "Living Greyhawk" (a campaign that's part of the RPGA, basically you GM prepackaged adventures for people at small conventions), and in those you really don't have as much GM leeway. You just sort of go by what is in the adventure... and I realized, there was a lot more excitement when the big bad scary things came out to play. So, I told my players in my regular campaigns that they may all die. I played up that fact, I made sure everyone knows "You are all in mortal danger." It was FAR more talk than real.... but there have been a poorly thought out plans over the last ten or fifteen years which have resulted in "Everyone dies, let's make new characters for next week." It's SUPER rare, and I know my players aren't upset about it because we've been playing together for a long time, and they can see the dice on the table since I don't generally roll in secret. TPKs are a real tough thing to pull off and keep your party happy, but the IDEA that you might kill them all is an important part of the keeping the suspense in the game. |
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| dungeon fantasy |
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