Here's a quote from the latest
D&D Design & Development article (registration required):
Sure, a DM can decide for dramatic reasons that a notable NPC or monster might linger on after being defeated. Maybe a dying enemy survives to deliver a final warning or curse before expiring, or at the end of a fight the PCs discover a bloody trail leading
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I play Classic D&D without PC deaths. Instead, we use a very simple wound system as punishment for falling under 0 hp. The wounds subtract ability score points and xp. Been doing this for two years now and it works great.
Btw and off topic... My wife used Shadows in a gifted classroom two years back, and Thord or Relings is a really cool concept. It inspired me to create a game that used many of its ideas.
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When I ran D&D 3.0/3.5, it was pretty much one combat encounter to the next, with a little veneer of story to keep things moving. The players would have felt cheated if I didn't kill one of their characters, so long as the dice rolled that way.
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Thanks for the kind words! It's nice to hear that Shadows is getting played. Thord of Relings is something I keep going back to, too, for my various pulp fantasy game designs.
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I like it when the "killed" result is a measured punishment instead of an actual PC death. The game is definitely geared toward such a loss.
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When things don't work out the way you need them to, as DM, do exactly what you'd kick any player out of your game for trying: cheat! After all, it's the only way to force your garbage...er, story down the players throats in a game where everyone is an equal participant creating an unfolding story that could have any ending -- that the DM wants!
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The problem in the quoted text is the implications of story over rules. If the DM's going to go that route, it'd better be made loud and clear to the players.
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Or, perhaps, it has to do with this: in a tabletop game, either party can cheat, but only the GM can get away with it without group support or fear of retribution/being over-ruled.
That is, the players almost never get to say, "Nope, I claim story privilege, so my guys lives," or more-to-the-point, "I alter/supercede the rules in this instance to say THIS happens instead for story/dramatic reasons."
That isn't fair in any manner I can see, even if the GM is given free-reign to ignore rules for dramatic reasons. Why him alone if drama/story is important? Isn't everyone's input into the state of the story/drama important and valid?
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It's not like I'm a serious RPGer, though...
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