From: | shadowrn@*********.com (John) |
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Subject: | Killing players - oops, kinda long |
Date: | Wed Nov 28 22:25:01 2001 |
variety of games dating back well over 10 years I take full responsibility
(read: credit) for each and every character death. You see, I pick and
choose my players, the evening's story, the location, and the overall mood.
So in essence, I am setting the stage for the character's prosperity and
demise.
We don't get to play very often, maybe once or twice a month when we are
really active, once every other month is more the norm however. Each of my
runs has a higher than average price tag with higher than average karma
awards for the simple fact that we don't play every day. No one wants to
spend a year playing the same character without any growth. So I give lots
to my players, I allow them to keep what ever resources they don't spend and
I let them mold their contacts as they need them (though once they get
defined, they stay that way). You ever watch a movie where the main
character just happens to know someone that is crucial to the plot? I let
them do the same thing. It really doesn't hurt the story any and the
players don't feel like they can't control what is happening.
I allow for a certain amount of serendipity in my games so that my players
will remain on track, but ask any of them, death is right around the corner.
I've callously blasted my share of characters without remorse so they play
almost in fear of not if but when it will happen. Now, most games go pretty
well and everyone seems to enjoy playing them.
Am I a good GM? Most of my players come back so I'd say I am atleast
tollerable. Is it good to kill characters or better to wisk them from harms
way just in the nick of time? Depends entirely on the song that is playing
at the time.
Sorry this post ended up being so long,
John