I agree with Fenrisnorth. My DM rule is the same, I will go out of my way for PCs not to die unless they do something exceptionally blatantly stupid or it serves dramatic purpose. Sometimes you MUST teach them about their mortality the hard way. If they decide to go through with it running away while the bad guy harries them or having them captured (he is a slaver) and selling all their new magical goodies should be lesson enough. If they defeat him later the gold he makes from taking their stuff will still be in his possession.
I ran a campaign that had a similar thing happen. Long term campaign with players that enjoyed playing together and the story I had created for them. Then they realized they weren't all powerful when an encounter went poorly for them. Party mechanics and cohesion just broke down. Team players became frustrated with uncaring players that became super selfish and roleplaying came to a standstill. We powered through and finished the final few sessions. We took a break and eventually started a new campaign. Immediately the same problems came up and I had to take a long hard look at what was causing the problem. Eventually we officially called it quits and then I decided to salvage the non problem players. They invited people to fill in the gaps and now we have an amazing game group. I run a pity game for the problem players but now it is glaringly apparent where the problem originated.
Crowface wrote:
I found it exceptionally amusing that, considering the point of the email, it addressed me by my first name.(after the soar of excitement of course)
Hymenopterix wrote:
Agreed that it may be obvious and originality deflated in five words : Final Fantasy ability MUG. That being said, it is the first time I've seen MUG translated from digital to pencil and paper. Combined with Measure the Mark makes it sweet enough to be vote worthy.
Pyrrhic Victory wrote:
One can never have enough ninjas...
Northron wrote:
OMG! I have a clone in Canada?! |