Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site topaz.ARPA Path: utzoo!watmath!clyde!cbosgd!cbdkc1!desoto!packard!topaz!trudel From: trudel@topaz.ARPA (Jon Trudel) Newsgroups: net.games.frp Subject: Re: UltraSpells Message-ID: <1852@topaz.ARPA> Date: Tue, 30-Apr-85 20:54:42 EDT Article-I.D.: topaz.1852 Posted: Tue Apr 30 20:54:42 1985 Date-Received: Wed, 1-May-85 04:44:11 EDT References: <1478@aecom.UUCP> Reply-To: trudel@topaz.UUCP (Jon Trudel) Distribution: net Organization: Rutgers Univ., New Brunswick, N.J. Lines: 48 Summary: Why fleece PC's Hello, This is my first posting to this group, but I'd like to add my two cp's worth to the discussion. I used to DM a group of people who were quite affluent when in came to D&D (4 or them were also DM's), and I was a DM who was quite liberal in awarding magic, experience, and the like. I too resorted to the sort of traps that were instant kill, ie. 'you open the door, but you failed to see the trap that is now killing you.' I never liked doing this, because the players were extremely annoyed about losing characters that they had played with for months. This type of play never sat well with me, and I eventually stopped DMming. Now, let me say that I have no qualms about having characters that are godlike. I just have an aversion to the idea of wasting a PC simply for that fact. If a DM is going to let the characters be so powerful, s/he should use that fact, and expand on them. What I mean is, 1) Get the characters involved with NPC's who are just as competant and just as powerful as they are, but of an opposing alignment. The idea of a nemesis has always been a favorite of mine, and the DM can be really crafty in creating them. I'm not suggesting anti-PC's that are evil(good?) clones of the PC's, but NPC's of equal, if not greater strength. 2) I know this one is a real hassle for a DM, but wars are a real test of character :-) Simply put, get the PC's entangled in 'interstate intreague' Have some political crisis emerge around the players where they are forced to join the fray. Real benefits from this are the emergence of tactics beyond the usual cast, charge, and attack. If the DM handles this well, large conflicts can really put a character's own skills to the test, and not his or her magic. Now, I don't know about the rest of you, but I prefer a game that has difficulty. I never appreciated playing frp games where everything was practically a giveaway. Maybe I'm being too picky (and you can quote me), but I like a nice balance of losses and gains, with more emphasis on the gains bit. (oh, oh, here I go, up on my Tenser's disk) Life is supposed to be like that. Salt Salt, Twist and Bake, Jon Trudel ps-flames about what frp gaming is supposed to be will gladly be accepted by me, so send them to me, and not the net, unless I touched a nerve...