
Chris Tutty wrote: >1. PC's have to die from time to time. >It's an unfortunate fact that it's very difficult to make a campaign feel >urgent and dangerous unless PCs die from time to time. Has this >group ever seen you, as GM, kill a character? So far (in 5 years of message game, probably equivalent to half-a-dozen sessions of offline play), I haven't yet killed a PC, although I have had one or two get seriously wounded in combat. (And have had players taking exception to that) > Do you think that >they feel that this is possible or might this death be necessary to >encourage caution in future? So far I have used serious injury rather than death to 'warn' people. Perhaps I'm too soft. > Is it possible for you to kill one of >this group without damaging the campaign (in the sense that the >group playing become disconnected and stop playing)? That's the big question. There has been a considerable turnover of players over the 5 years, so much so that not one current player has been there from the very beginning! Bottom line is that I probably could afford to lose one player if he doesn't want to create a new character. >2. How much warning have they been given? >Reading the log I didn't get the feeling that they were entering a >situation which could easily kill them all. They still seem to be >searching for information and trying to establish the identity and >nature of the danger. To be killed by something they didn't know >was here may well be realistic, but it also tends to disappoint >people. Did you read the whole thread across both pages? They found a lot of dead bodies and a witness to it's last killing spree. [Snip] >Given the nature of the campaign perhaps the foe might find it >more useful to leave the PC alive, but with a deeply hidden command >or inhibition that the foe can call on in future. If this foe is intelligent >and seeking to overcome a powerful organisation then turning an >enemy into a weapon may be both useful and appealing. This hidden >gaes can then be hinted at in future (if you want to give the party a >chance to identify and remove it) or simply dropped on them at the >worst possible time (if surviving the encounter should be enough of >a clue). My thinking is currently along those lines, but I'll have to be careful what I say in case someone from the group is reading this list... -- Tim Hall, http://www.kalyr.com "It's a fine line between stupid and clever" - Spinal Tap ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/