GaiasWrath8
Nov 10 2004, 08:11 PM
OK, so I am running a game for a small group of 4 this weekend. They are all new and wanted to try something other than vampire. They have bugged me for weeks and I finaly agreed to turn them into Shadowrunners. LOL
The question I have is simple. Do you kill new players? I don't mean go out of the way to blast them, I mean if a new player does somthing stupid or if you know this next shot will kill him to you fuge some rolls (or what ever it takes) and let the new player live? Or do you let him die and hope he learns a lesson?
I ask because I have brought one group of D&D players over to the dark side and they were all smart. Every one went for cover and every one worked as a team (good part about playing d&D i guess). But I know two of the people in this coming up game are stupid, and I ran a Werewolf game for them a year ago and they got themselves killed in the first 2 hours.
Thanks for the insight.
Kagetenshi
Nov 10 2004, 08:14 PM
If they die at this point in the gaming experience, will they still be having fun?
The answers to both questions are one.
~J
Ombre
Nov 10 2004, 08:17 PM
As a general rule, I don't think any game master worth the title should take killing PCs lightly...a player invests time and passion when creating a character (at least that's what I do) and may even have some expectations for the long run...
So unless your players do something really destructive for the game, I wouldn't recommend being merciless, especially if it's their first contact with the game. From this game session will depend the way they consider Shadowrun. don't forget it is quite a complex game, with a rich background, lots of cultural, historical and technical things to grasp. tactics are quite complex too since there are more angles to cover than usual with matrix, and especially magic to consider...
Ol' Scratch
Nov 10 2004, 08:21 PM
Always let the dice fall where they may. To do otherwise is to nullify the point of using dice to begin with.
However, if they're new to the game, you should treat them accordingly. Don't be afraid to offer suggestions or warnings if they're about to do something their character (who would be much more familiar with the situation at hand than the player would) most likely wouldn't do. In fact, I usually "give" all players the Common Sense edge for free, even more experienced ones.
GaiasWrath8
Nov 10 2004, 08:22 PM
Good point, I guess I should go soft on them...in the begining.
As for my veiws as a GM, I don't like to fuge rolls. I give them a fair chalenge and let it go from there. The dice tell all.
Wounded Ronin
Nov 10 2004, 08:28 PM
I'd just suggest using the pregens at first so it's no worry if they all die. No time was wasted with character creation rules.
GrinderTheTroll
Nov 10 2004, 10:02 PM
QUOTE (GaiasWrath8) |
The question I have is simple. Do you kill new players? I don't mean go out of the way to blast them, I mean if a new player does somthing stupid or if you know this next shot will kill him to you fuge some rolls (or what ever it takes) and let the new player live? Or do you let him die and hope he learns a lesson? |
I never try and deliberately kill my players. I like to make them think they are going to die and believe me, they know it! Now if they PC does something stupid (like pick-up a live grenade before it goes off), then I think he's got what's coming to him.
As it's been suggested, don't go too hard on new players, but don't let'em think it's all a cake walk.
Edward
Nov 10 2004, 10:04 PM
Give them all a limited version of the common sense edge. Only applies for things that would work in another setting. Only applies until they get the hang of the system and world and don’t charge them points fore it (or tell them they have it). For example you’re taking them on that run that involves a dragon egg when the great dragon shows up and they know it is a great dragon one of the players tries to kill it, you respond with something along the lies of “are you shore you want to do that your well out classed here and you know it” you say this because in D&D they could kill a dragon. Next time they want to kill a great dragon you let them die… horribly… screaming.
If the dice say they die when they didn’t do something stupid then that’s what the hand of good rule is for.
As a player I despise preges. What may be worth doing is having a 1 off run using pregens from the book and then doing character creation properly.
Edward
Crimson Jack
Nov 10 2004, 11:17 PM
I've had the same gaming group for almost 9 years now. Whomever the GM may be on which ever game/system we're playing, the one unspoken rule of thumb we almost always respect is that the first game is a freebie. It sets the tone for the campaign and thus something of a teaser. Should any of us ever do something completely stupid and/or moronic, I doubt anyone would bat an eye at an untimely death. However, we wouldn't do something like that so...
When you're dealing with players from another gaming system, take into consideration the system that they've played in for the longest time. They are no doubt going to bring that level of play to your Shadowrun game. I've had the worst luck with d20 gamers out of any other system. Everything is hack and slash to everyone that I've ever invited to cross over. Frustrating, but comes with the territory.
I liked what Edward had to say about this issue. Also, DocFunk's free Common Sense Edge is a good idea. Good luck.
Sepherim
Nov 10 2004, 11:49 PM
The key is to make them feel the universe, and the Shadowrun universe is deadly. Still, this doesn't mean you have to kill them, maybe modifying the roll so they have a Severe Wound each and are in trouble makes the point. Still, if you don't really want to modify rolls, and they really mess things up enough, remember two points:
-When someone reaches a Mortal wound, they don't die directly; instead, they have some time for DocWagon to come over... just let them have luck and a emergency DocWagon ambulance is near by.
-Then, if that ain't enough, you have the Hand of God. Burn all the Kharma Reserve (1 at this stage) and let the game go on.
With both things in mind, describing the universe as it is shouldn't be a problem for the players (which, since they come from Vampire, shouldn't have too many problems anyway). So, take time to create characters, 'cause this will allow them to blend into the world more naturally and easily.
Fortune
Nov 11 2004, 01:39 AM
QUOTE (Doctor Funkenstein @ Nov 11 2004, 07:21 AM) |
In fact, I usually "give" all players the Common Sense edge for free, even more experienced ones. |
This is pretty much what I do (the Edge as an
Edge doesn't exist IMG).
I also almost always devote
at least an hour or so of individual time for one-on-one chargen discussion. This is where I can explain things like the consequences of carrying that PAC down street in Bellevue, or the limitations of the Combat Pool in relation to the Combat Turn as a whole. I also try to run through a mock-combat, and indeed an example of all the different tests that apply to that character. This goes a long way towards familiarizing the player with not only the mechanics, but a general idea of the time and/or threat involved.
Sure it involves a little of your time, but in the long run it's worth it, and even serves to give you, as the GM, a brush-up on what just might be a mis-remembered mechanic or two. It might also inspire you to adopt a House Rule for a certain aspect, in which case this is the perfect time and opportunity for such.
tisoz
Nov 11 2004, 01:53 AM
I can't believe you would let a starting character have a PAC.
Mercer
Nov 11 2004, 11:27 AM
As a gm, I'm not out to kill characters. I try to present the obstacles, describe the setting accurately and vividly, and make sure the rules are applied fairly to all (pc and npc alike).
That said, I'm not out to keep anyone alive either.
Sometimes characters die because they do somehting stupid, and sometimes its because they were just unlucky. Chance is always a factor. As a player, I don't want a gm maliciously trying to kill me, or benevolently trying to keep me alive. As long as the gm is fair, I'm happy with the consequences.
Part of the game is gambling. Instead of betting money you're betting the time you put into a character and the desire to keep playing it. But if you can't lose, then its no fun winning.
DarkShade
Nov 11 2004, 12:19 PM
for my current SR3 group when they started I told them that as they were new I would give them a break, this consisted of 3 things.
1) they could always ask me for advice on what their options would mean <as target nrs etc, what will likely happen if... >
2) I gave them a one use only `undo combat`, meaning they could go back to before the combat started and tackle it differently.
3) I gave them a one use only undo action, with which they could undo one action they tried after realising it was silly.. <I spit at the mafia bosses`face, I flip a finger at the cop (while being SINless) that kind of thing..>
4) I picked a simple adventure. and kept notes, then at the end told them what else they could have done, where any `mistakes`were made etc...
then I was left free to GM in my usual harsh way. I find this is far better than going easy for a while, as pcs may have problems adjusting to when it is for real. <though nr 2 breaks the game a bit, but hey.. new players..& some of them came from a `pampering`GM.. you know the type, where your character absolutely CANNOT die even if he tries..>
DS
JACK THE CHIPPER
Nov 11 2004, 02:31 PM
That's a really cool idea.
Hope it's OK if I steal it for my new group.
Sandoval Smith
Nov 11 2004, 03:14 PM
Go with what keeps the game fun. Getting greased in the throwaway fight against some gangers would probably suck royally, and especially if they put thought into their characters it would be a really lame way to die. On the other hand, if the game is building up to infiltrate a dangerous target for a big, long odds showdown, then the threat of dying shouldn't be ignored. Just have something prepared for players to do if their PCs kick off early.
And especially for new players, I would (and have in other systems) allowed mid game Q&A sessions with the GM about what next action would be approrpiate. It gets them used to the nuances of the system, and allows them to get a feel for the game atmosphere.
Cable
Nov 11 2004, 03:26 PM
Always a touchy subject. Mostly PC deaths should be planned of course. But sometimes when you have a huge random damage roll its hard not to want to kill the players, to remain true to the game. I definitly wouldn't plan to kill a new gruop of players, this would just discourage them.
Although, a game where all the PCs die is lots of fun for veterans...
GaiasWrath8
Nov 11 2004, 04:30 PM
Thanks so much for all your insite. I will use what I have learned here and come up with a good way to break them in slow.
Thanks again.
Mercer
Nov 11 2004, 06:23 PM
QUOTE (Cable) |
Mostly PC deaths should be planned of course. |
I don't know how to feel about this sentence. I may disagree with it more strongly than anything I have ever heard about how to control the lives of fictional people in imaginary settings (which, to gamers, is saying something).
One, how do you plan a pc's death? Shadowrun tends to be motivated by conflict, most of it physically violent, so the possibility of death is always there. In a system where anyone can be killed outright in a single attack (as long as someone rolls good or bad enough), to say that no one will die without it being "pre-planned" seems odd to me.
Two, the idea that a game master will decide ahead of time when a character will die is (to me, and maybe only me) blatantly offensive. As a player, I can't think of anything that would piss me off more.
As a gm, I would never try to kill a pc, or run a situation where that was my goal. I would never manipulate rules to kill a pc (or keep one alive for that matter), and I wouldn't engineer a situation so that by the rules, a pc had no chance (or an anomolous one) of survival.
The npcs in the game may try to kill the pcs, they may do everything in their power to put the pc's inescapable situations, to stock the numbers in their favor, to seize every advantage. But they are still npcs in the game, limited by their own knowledge, capabilities, and by the same rules the players have to play by. Anything else, is cheating.
paul_HArkonen
Nov 11 2004, 08:34 PM
QUOTE |
As a gm, I would never try to kill a pc, or run a situation where that was my goal. I would never manipulate rules to kill a pc (or keep one alive for that matter), and I wouldn't engineer a situation so that by the rules, a pc had no chance (or an anomolous one) of survival. |
I have to aggree whole heartedly. To decide ahead of time who will die and who will live is to decide who gets to enjoy it, and to decide who you like and who you don't. In my opinion, and quite possibly only my opinion, the GM exists to let the players play. He is only there as a referee, he runs the rules and the background, but almost every situation that occurs should be started by the PCs only. They should decide whether to accept the job, it should be their planning, their skills that decide their fate on a run, not the GM's fudging of numbers, no matter who's numbers that might be.
The GM shouldn't plan a run saying, "I'm going to kill him, him, her and him, because I don't like the character." The GM should plan going, "this will be hard, but if they do this, this or this they can survive." It's his job to make it dificult, but survivable.
And that's my money's worth.
GaiasWrath8
Nov 11 2004, 08:42 PM
I have only planed the death of one PC (with out his knowledge) and I caught him with my resenlty x-girl friend. LOL.
Anyways. I normaly just run things by the dice. I am GOD in this world when I run it, and just like god, I sit on my butt and let the players make all the desitions and rolls. I just put the world there, its up to them what they do with it.
Sepherim
Nov 11 2004, 08:55 PM
Well, there are reasons for killing characters. If a gaming group, for example, has been going for long and all characters are very tough... but only one of them survives one run, it may be time to kill/retire him to adjust the power level according to the new characters. Or maybe, a good story can only have a propper end in a gritty-dark terrible way: the death of it's hero on it's final showdown.
I remember quite happilly how I lost my favourite character in Legend of the Five Rings. I had been trapped socially to go to a room where all my enemies were. I was a Scorpion, and so were they, so they planned on taking me alive and torturing me so I'd tell them where my daimyo was... and I committed suicide to keep the info safe. Talking afterwards with my GM (some time after), he told me I really had no way out of that situation, and he had planned it (though he hadn't thought I would commit suicide, I'd just die after being tortured. But I wasn't pissed off at all. My character had died the way he should (for loyalty), and had a great death, full of meaining to it in his story, and saving the life of his Clan's Daimyo (Shoju). No other story could have been better than that tragic sacrifice, 'cause my enemy was then defeated, and I won, even after death.
So, planning PC's deaths is a good way for killing them, so their story is wrapped up appropriately, complete, and unparallel. Of course, this doesn't mean that you have to plan killing each game, or kill because who you like the most. You have to kill according to the story.
I disagree with what has been said yet. A GM is no referee, or isn't only that. He's also a storyteller, and that what counts most in the end. If that means cheating, killing, helping, or whatever, go with it!
Mercer
Nov 11 2004, 09:09 PM
QUOTE (Sepherim) |
A GM is no referee, or isn't only that. He's also a storyteller, and that what counts most in the end. If that means cheating, killing, helping, or whatever, go with it. |
Thats where we come to a parting of the ways. I think the beauty of role-playing is that everybody gets together and contributes. If a gm was just a storyteller, we wouldn't need stats or dice, we'd just all sit around the campfire. To me, the part of gaming that is the most fun is when unexpected things happen. I plan scenarios, not outcomes.
A lot of this comes down to the way a group plays, and one thing my group doesn't like is the cheating and the helping. Most of the group gms part time anyway, and we play a couple of different systems but the one thing that remains constant is that whether the group achieves its goals, completes the mission, or lives or dies, they want to come by it honestly. As a player, if my character prevails, survives or dies because of GM contrivance, it invalidates it. At that point, I might as well be playing a video game.
Edward
Nov 12 2004, 09:06 AM
I hate when GMs kill a character to end the game or restore a balance of power. It is unfair to the person that spent so much effort and actually managed to come threw alive and with powerful equipment and uber skills when everybody else died.
Of cause it would also be unfair to make others play stating characters beside the 200+ karma character or for the GM to have to continue to run a game he didn’t want to because the characters are to powerful for the type of game he ants to run.
There is pride to be taken in retiring a character from play (this dose not mean the character retires from his life as a shadow runner, just he is no longer played) and it shits me to tears when a GM takes that away because he would rather kill the characters than just tell the players he wont run with that character any more.
On the other hand there is also pride to be taken in a well earned death and I dislike when a GM fudges dice to deny me that as well. But not as much as when he kills the character ween it was not earned or dictated by the dice.
On a more general note a GM is both a story teller and a referee. The art of a GM is balancing these 2 roles.
Edward
GaiasWrath8 “I have only planed the death of one PC (with out his knowledge) and I caught him with my resenlty x-girl friend. LOL.”
Compared to some I know a most mild reaction.
wargear
Nov 12 2004, 02:34 PM
For a brand-spanking new group of players, I would recommend teaching them a few lessons in Lone Star 101 (just why we hate and fear them).
Have Lone Star employ non-lethal measures against a new group. Lethal force should be reserved for dangerous and reknowned teams.
Once captured, have the Star beat, torture, imprison, humiliate, and in general bastardise the players...and then release them with a shiny new SIN and a parole bracelet (zaps them if they are naughty).
This should put them in the right frame of mind for all future Lone Star encounters.
DarkShade
Nov 12 2004, 03:00 PM
QUOTE (Cable) |
Mostly PC deaths should be planned of course. |
brrr...now this sentence coming from any GM would make me simply get up and walk out of the gaming group.
pcs die all the time, heck I lost the first SR char I made to a sniper rifle in sr2 aafter spending 6 or so hours making him. I didnt mind.*shrug* my fault for saying there was a 100k bounty on my head in my background. I have also lost MANY chars to random damage rolls.. *shrug* or reallly stupid actions <trying to reach that stone ledge after falling 100 m>.. *shrug*
now having an npc plan my chars death is ok, go for it, fully up to the npc`s ability.
but having a gm decide now I think tomorrow it will be good for the storyline if your char dies, good dramatic moment??
Here is where roleplay is NOT like a book, the players actions should matter,
roleplay is not the same as storytelling. If a GM wants absolute control he should be writing books or telling stories or some such thing, not playing in a group with other people.
/end rant

DS
Ed Simons
Nov 12 2004, 03:08 PM
QUOTE (Cable) |
Although, a game where all the PCs die is lots of fun for veterans... |
So how is that fun?
nezumi
Nov 12 2004, 05:21 PM
It's fun in the same way that the Alamo or the Titanic are neat movie ideas.
Have you ever heard the song Southside by Moby? I love that song. I love the idea of my crew and me hopping into our party wagon, loading our weapons, and preparing for a fight where we know a lot of us aren't coming back from. There's a desperation to it, an anxiety, the stakes are high, and so is the adrenaline. And when your final moment comes, when you know its time to throw down your hands and you've been bluffing the whole time, there's nothing like going down fighting, with no fear of anything, going down like a hero.
That's why it's fun to die, to throw yourself into the mouth of the beast.
PC death is a tool, and how you use it really depends on your group. You can use it to increase the feeling of risk, to create drama or roleplaying opportunities, or an excuse for some fresh blood, or just because you know its time. If you play the game only to advance your character, death isn't fun. If you play the game just to see what the plot is, death is a distraction. But if you play the game to take a risk, or to do something you wish you saw in the movies, or just to do something you've not done before, death is the final adventure.
So to answer the original question, kill the PCs if you feel it would increase how fun the game would be. If they need to learn how dangerous the world is, let them run in, guns blazing, and wake up in the hospital a few thousand nuyen poorer. Death in that case is best used as a threat as to what happens if they don't change. I wouldn't kill them straight off for not knowing the world, but if they resist learning, make their brushes a bit more... terminal.
Little Bill
Nov 12 2004, 08:49 PM
QUOTE (DarkShade) |
QUOTE (Cable @ Nov 11 2004, 10:26 AM) | Mostly PC deaths should be planned of course. |
|
I think many of you are misunderstanding this quote. It doesn't mean that the GM should routinely plot the death of the player charcters - it means that the best character deaths are the dramatically appropriate ones that the GM (and possibly the player) have planned for in advance.
Absolutely there are times where it is necessary to fudge die rolls as a GM. They should be rare events but they do occasionally occur.
Just the other day I was running D&D for a newbie group. One particular character was being played by a kid of maybe 14, and it was probably the second time he had ever sat down to an RPG. During combat this newbie got critted by the big bad and knocked down to -9 hit points (for you non-D&D types, that means he was going to be dead the next round unless someone saved him). His buddies got over to him and brought him around again with a healing potion and he leaped back into combat.
The next round I rolled ANOTHER crit on him. Knowing he was going to be dead if I let the result stand, I fudged it into a complete miss, and he took out the baddie on the next round with a crit of his own.
Dramatic necessity. It would have been flat out unfair to kill the kid through no fault of his own right after he just had a very narrow escape from the exact same situation. He may have walked away from the table with a bad taste for gaming in his mouth and never come back.
Fotunately, unlike life, rpgs can be fair.
KeyMasterOfGozer
Nov 12 2004, 09:40 PM
Of course the ultimate goal of this game is to have fun, so never let that be overrulled by anything, but I would do 2 things,
1) Explain to these players that the SR world is extremely dangerous and if they do something dumb, they *will* die.
2) If you are dealing with not so smart players, or people who don't know the world very well, you have to consider their character's insite. If you see a player doing something their character would think is stupid, give them a roll on their character's intelligence, and if they pass, tell them their character would know that was a stupid idea, but let them go ahead with it should they still want to.
Mercer
Nov 13 2004, 12:46 AM
QUOTE (Little Bill) |
Fotunately, unlike life, rpgs can be fair. |
Yeah, but I find it strains the suspension of disbelief.
I've had players who thought characters should only die "if they do something stupid", or think that if they can't solve the mystery, the gm will fudge it so they make it to the end combat. All I can say is, I don't get it.
The part about the "do something stupid" that I have a problem with is that, who's to say whats stupid? As a gm, I pretty much get the final word on the subject, but I am aware that the authority to declare an action stupid doesn't have with it any special power to be correct.
Sometimes, no matter how brilliant a group of players you have, you will be staring over the screen wondering who these morons are and how they got into your house. The thing I had to realize is, as a gm, my judgement of what was the right or wrong thing to do was based around having perfect information. I had read the module or designed the adventure, so I knew the repercussions of the pcs actions. Pc's don't have that benefit. They make their decisions based around the information they have, which is the information that I give them. If they're tackling a scenario in an asinine manner, then there exists the possibility that instead of them being morons, I presented it poorly. (Sometimes they're just morons. It can go either way.)
Further, just because something is obvious to me doesn't mean its obvious to anyone else, or even especially right. What if the gm's idea on how to tackle a situation is moronic? Are any of us infalliable? (Its a rhetorical question.) I've played in games where the gm decided on the correct course of action and would punish the party for not doing it (and not consciously, just if you deviated from what he thought was 'right', it was skewed against you). All I can say is, for a group of players, its not the most fun way in the world to spend a Thursday night.
I prefer to design open ended scenarios. I try to know what capabilities and motivations the npcs have, and come up with a few ways they and the pcs are likely to meet. But I find its fairly useless to try and pick what path the pcs will take (except in the broadest sense), and all but impossible to say how it will turn out. Letting the situations play out in unexpected ways is where a lot of my enjoyment of the game comes from.
Necro Tech
Nov 13 2004, 01:14 AM
QUOTE (Mercer) |
Further, just because something is obvious to me doesn't mean its obvious to anyone else, or even especially right. What if the gm's idea on how to tackle a situation is moronic? Are any of us infalliable? (Its a rhetorical question.) I've played in games where the gm decided on the correct course of action and would punish the party for not doing it (and not consciously, just if you deviated from what he thought was 'right', it was skewed against you). All I can say is, for a group of players, its not the most fun way in the world to spend a Thursday night.
I prefer to design open ended scenarios. I try to know what capabilities and motivations the npcs have, and come up with a few ways they and the pcs are likely to meet. But I find its fairly useless to try and pick what path the pcs will take (except in the broadest sense), and all but impossible to say how it will turn out. Letting the situations play out in unexpected ways is where a lot of my enjoyment of the game comes from. |
halalujah brother. It took me a while to get over it but I started designing adventures that only had an objective. I made sure I could think of at least two ways to get there and then didn't care how my players reached it. I am also a big fan of weird dice rolls changing events. I had a player nuke a car off the map that was supposed to get away. The target was 24, he rolled a 26 = car-beque. I thought out the repercusions for a minute and moved on with the story. When your game goes totally sideways you can have a lot of fun on the ride.
Kagetenshi
Nov 13 2004, 06:26 AM
It's really easier to predict players than many people would have you believe.
Not that that's an excuse for not being prepared for them going off the tracks anyway.
~J
Starfurie
Nov 13 2004, 10:03 AM
I don't know if you're reading this in time, but have them bring throwaway characters and run them though Supermarket Showdown (or what ever it's called). Kill those charcters (if that's the way the dice roll) and let your players know, that's how lethal SR is. You'll get some very careful runners after that.
Fortune
Nov 13 2004, 11:55 AM
Food Fight.
Kagetenshi
Nov 13 2004, 04:02 PM
Run them through Food Fight and then immediately after run them through Supermarket Showdown

~J
Fortune
Nov 13 2004, 05:20 PM
I am
so thinking about writing
Supermarket Showdown.
Kagetenshi
Nov 13 2004, 05:24 PM
If you want any assistance, I'd be more than glad to help write it

~J
Fortune
Nov 13 2004, 05:45 PM
I am actually inspired ... in a serious way. I might end up submitting it for Commando membership, because as always I'm having trouble putting something down in text. We'll see.
jezryaldar
Nov 14 2004, 03:01 AM
For what it is worth, if there is no fear of dying, then the players may not take the characters seriously. My personal approach is this;
Not every player thinks like I do, therefore I do not penalize the players for not doing things exactly as I had planned. If there is something fairly specific, I let it default to a skill roll, or in the case of my last game, an attribute check with penalties. ((A team member went down out of sight of the rest of the players as they were scrambling for the van. They started to drive off... ))
If you are killing players left and right, then perhaps you may want to rethink your game.
Ed Simons
Nov 14 2004, 04:05 AM
QUOTE (Mercer) |
I've played in games where the gm decided on the correct course of action and would punish the party for not doing it (and not consciously, just if you deviated from what he thought was 'right', it was skewed against you). All I can say is, for a group of players, its not the most fun way in the world to spend a Thursday night. |
Wow, this sounds exactly like a D20 game I was in, including the day we played.
RedmondLarry
Nov 14 2004, 04:16 AM
As a GM, I feel it's my job to ensure that they get
satisfaction out of their play, and I believe they get the most satisfaction if they feel like they have overcome a tough challenge.
Sometimes they fail. That raises their satisfaction when they succeed. Sometimes characters die. That raises their satisfaction when they live. Sometimes they come close to losing a battle, and since I roll in the open and target numbers are shared, they can tell how close it came.
Once I started a run, told them to run characters they didn't care about, and said that only one character would survive. Due to their actions, however, two survived, and as a group they were proud of themselves. This is the type of alternate game that experienced players can enjoy.
Brand new players might enjoy it too. Tell them it's just for fun, to get them into the game, and they should just pick a premade character (for example, the book
archetypes on my web page are in a format to print and hand out to a new player). After they have some experience (dying) they can pick what type of character they'd like to try next.
When I GM for players in my home campaign (going 5 years next month), I no longer figure out ahead of time some ways for them to succeed. I know what they're going up against, and I know how their opposition has defended themselves, but I don't prepare holes in those defenses. They may have to try multiple investigations till they come to something I haven't thought of.
Sepherim
Nov 14 2004, 10:27 PM
When I said that you can plan PCs deaths so they happen "appropriately", I didn't mean that you had to run such a scene on rails. No. Maybe you planned a carefull and perfect death for the character, and still, he planned and worked, suffered and fought, and got away. Great. That adds a new twist to the story told. Sure, that death would have been great, and the player would have remembered the character for all his life. Still, another opportunity for such an appropriate death might come once this new twist of the story has developped.
Rail-roading players is never an option. Which doesn't mean you can't plan on every aspect of the game to try and take it on the best possible road (the one you think it is, in any case), even if it does take a lot of time.
In any case, predicting player's actions isn't that hard, specially if you've GMed them a while, so planning on that basis is a good way to have a carefully planned development of any scene. If they choose other roads and surprise you, though, you must have info behind so you can adapt to the road they choose.