11-27-2021, 07:53 AM | #31 | |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: Professional skill seem cheap
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Then you're not only sending mixed messages, but the players are more likely to discount what you tell them in favor of the evidence of their own eyes.
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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11-27-2021, 09:29 AM | #32 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Professional skill seem cheap
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However, I want to say that this isn't the only way to deal with this. My own practice is to say that if your character dies then you sit out the rest of that session, and between that and the next session we will create a new character for you. That doesn't create the same reluctance to kill characters, because it doesn't disrupt the game. And I think I would rather do it that way, because it seems to me that a character that someone comes up with in a few minutes in the middle of a session is not likely to be a very interesting character. In the Call of Cthulhu campaign that I've been playing in for years and years, one of the player characters engaged in a suicidal attack on the cultists earlier this year, and got shot dead. And a session or two later his player had drawn up an interesting new character: the younger sister of her previous character, a young woman from a rich family back east, who had thought that her older brother had died in the war and was having to cope with grieving for him a second time and finding out about the weird supernatural things he had been caught up in. That seemed like a perfectly workable approach to me.
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