Right.
Ill be honest, Geoff you were always known as a butcher for PC's in your games, and its a reason why some of your players left your games. I in the end felt that i feared coming to your games as i knew if one of the guys fucked up either some or all the group would pay the price. Just one mistake was hounded upon and we all nearly suffered and got screwed over. There was hardly any room for error.
Your games were quite good and well thought out but sometimes too long and we would spend 3 sessions on one part which would become alittle boring.
But on topic, this is my opinion as a GM on my players in the game.
1) Players should not feel that there character is going to die in every session, to the point where they disliking the game, ruining roleplaying experience and eventuelly not turn up to the game.
2) Yes a GM does have this power to bend the rules, but this should not be done willy nilly, but when really called for on if an event turns utterly unfair and/or would cause damage to the story being made, ruining the game. This power should be used fairly and so the story continues to be fun and the players are unaware of your "rule bending". Combat is a fine example.
3) When dealing with a high powered enemy(s), there should always be an escape route giving the players a choice to fight or flee even if escaping would be hard there is still a choice, with the exception of a fair battle of a powerful enemy which i call "Bosses", like in video games. These enemies require the team to work together to defeat it, but if they make small mistakes i wont juet let it masacare the group, but teach them a lesson. But if this is repeated over and over then yes, maybe someone has to die to get the message across. TEAMWORK. So far my group is doing really well.
4) If the players make a choice that it stupid and clear that they would stand a good chance of getting owned/killed/twatted and they make this choice, then yes...there fate could be very well sealed.
In my games, I make it hard for the players, they face challenges all the time and are left to progress the story themselves with clues and info to guide them, unless its a rest period or time for them to make there own choices (bars, one on one RP, Doing some history investigation, etc), things that are not plot line that the players can freely do on there own time and could even make it plot line if thought out well and linked in. I encourage the group to stick together and work together and use there brains and more important RP there character. Since this a RP game, I give out more XP for RPing there character than beating up some massive bad guy.
To me i love GMing, making a good story for the players to always remember and that they know there charatcer will survive throughout the campaign unless they make a real dumbarse mistake or be a fucking retard and just mess about and finally if there just real unlucky, but i tend to help out on the unlucky side. Overall my players have been happy, the only real feeling of negativity i have had is that my game "difficulty" has always been alittle hard, but to me thats just meaning the group have to always work together and think like a team to evade destruction. My players have always been pretty happy and enjoyed the games i have ran.
In the end as GM we are god, we are responsible for our players and the world(s) there in. It should be fun for the players and us, but also a good story being made for everyone to feel a part of and take something away with them when the session/campaign is over.
There is my 2cents. Sorry for sounding rude, im just being honest.
Jay
> Date: Sat, 10 Jul 2010 12:06:56 +0100
> Subject: Kingdom Gould: Player Advice
> From:
ge...@world-of-geoff.co.uk> To:
sould...@hotmail.com;
sag...@aol.com;
smuag_th...@hotmail.com;
mada...@btinternet.com;
mchar...@yahoo.com;
scott_m...@hotmail.com>
> Hi Guys,
>
> I've been able to put in some work on Kingdom Gould again this weekend
> and I need your help.
>
> I have decided to scatter some tips for new players and GMs throughout
> the book from experienced players: Guess what, that's you guys!
>
> These tips are to take the form of short(ish) quotes on particularly
> tricky subjects where role-play and experience often override the
> rules.
>
> To get things started, I'm after details on how you, as a GM, deal
> with PC death. As an example I have provided my quote below.
>
> "I have a certain reputation as a GM for being rather deadly as my
> players suffer from a rather high death rate. This is not due to any
> sadistic streak on my part, but more to do with my belief that players
> should have a legitimate worry that their character will not survive
> anything they do. As a GM we have the power to bend, if not break, the
> rules to allow characters to survive any situation. I tend to use this
> power sparingly, generally applying this simple rule of thumb: If the
> character is dying due to no fault of their own, then it is time to
> bend the rules. If the PCs are ambushed by someone, or something,
> vastly more powerful than them, this is my fault as a GM, not theirs,
> so punishing them by killing their character is unfair and should be
> avoided. If, however, the same PCs encounter the same creature and
> choose to attack, knowing it is more powerful, that is their choice
> and they should have to deal with the consequences."
>
> --
> Geoff Gibbs
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