Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 (Tek) 9/26/83; site shark.UUCP Path: utzoo!linus!decvax!tektronix!orca!shark!brianp From: brianp@shark.UUCP (Brian Peterson) Newsgroups: net.games.frp Subject: Re: Killing characters Message-ID: <1139@shark.UUCP> Date: Wed, 7-Nov-84 19:53:08 EST Article-I.D.: shark.1139 Posted: Wed Nov 7 19:53:08 1984 Date-Received: Thu, 8-Nov-84 08:25:35 EST References: <18@uwvax.UUCP>, <226@x.UUCP> Organization: Tektronix, Wilsonville OR Lines: 46 X From: john@x.UUCP (John Woods) X > > My characters X > > usually avoid powerful-looking, unknown magic items, and there have been X > > adventures when the glory hogs wound up as hamburger... X X > Listen to that man! Don't ever trust an innocent looking deck of cards. X > It's a major blow to ones-self to see a promising M-U die when his sticks X > all blow up (something which occurred this past weekend). The wimpy X > characters that didn't touch the thing lived (and left the area). The X > rest of us blew up. Argh!!!!!! ... X But in playing in campaigns where 35th level Fighting Wizards abounded (no X kidding!), DMs had to throw in a lot of Instant Death to get even. Playing X very conservative (except when the DM's flank was obviously exposed) in such X circumstances netted quite a haul. Taking risks is obviously part of the X game, and a fun part -- but why stick your hand into a blender *before* you X figure out where the off-switch is? Death of a character is pointless (unless the character itself is pointless). How many people have ever read a story like this: Once upon a time, Herbert went deep in the woods to kill the vicious nasty monster that was eating up all his town's children. He did something stupid, and the vicious nasty monster ate him up, too. The End. Don't they usually last a bit longer: Once upon a time, Herbert went deep in the woods to kill the vicious nasty monster that was eating up all his town's children. He did something stupid, and the vicious nasty monster captured him, in order to torture him nastily, and maybe also take all of Herbert's treasures. Then, a whole bunch of starving orcs came by, and killed the vicious nasty monster and ate it for dinner. In the confusion, they forgot Herbert, who was left hanging by his toes from a tall tree. He escaped, but didn't have any of his treasures anymore. (Herbert can then proceed to get himself into more troubles...) Playing these games is more than advancing in levels and trying to simulate what "would" or "should" happen. It is supposed to be >fun.< If the character is interesting, he should live. (That doesn't mean let him get away unscathed. To win all the time is as boring as dying all the time.) The idea (in the games I like to play, anyway) is >character development< (like in English class), rather than rolling up PCs, and then rolling up a way for it to die. Brian Peterson {ucbvax, ihnp4, } !tektronix!shark!brianp ^ ^