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TimHall
Tim Hall

Sun

Oct 28
2001

13:24

Killing PCs in on-line games

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
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