Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 5/3/83; site ukc.UUCP Path: utzoo!linus!philabs!cmcl2!seismo!mcvax!ukc!ncg From: ncg@ukc.UUCP (N.C.Gale) Newsgroups: net.games.frp Subject: Re: Dealing with Delusions of Godhood Message-ID: <5117@ukc.UUCP> Date: Wed, 15-May-85 14:20:33 EDT Article-I.D.: ukc.5117 Posted: Wed May 15 14:20:33 1985 Date-Received: Sat, 11-May-85 07:36:27 EDT References: <426@qantel.UUCP> <1735@hcrvax.UUCP> Reply-To: ncg@ukc.UUCP (Nigel Gale) Organization: Computing Laboratory, U of Kent at Canterbury, UK Lines: 32 Jim Sullivan's is an understandable point of view. But GMs need to give their players Magic Items. The more powerful the item, quite often, the more pleasure the players will get from possessing it. But every so often, the GM is bound to overdo it. If, like me, (s)he has put a considerable amount of work into forward planning, and planting ever-higher obstacles for the players, it is most aggravating to realise that they can now quite easily attain the Goal of the campaign several months ahead of schedule. So it either means a) redesign all the intervening adventures for a more powerful party, or b) fleece the PCs down to a reasonable level. I know which course I would take. So this discussion about the most subtle methods of taking PCs down a couple of pegs is of some use, I think. But I think that killing a PC because (s)he is too powerful is a bit drastic. Certainly, my players have a very low PC turnover rate, and so have time to get very attached to their characters. When one dies, it takes some considerable time for the player to have the same enthusiasm for the game, especially if (s)he has been relegated from most powerful to least powerful member of the party. I think no one is ever too pleased at losing a well-loved character, powerful or not. -Nige Gale