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I have some questions about what happened at tonight's We Be Goblins game.
Unfortunately the party suffered a TPK. A misfired Skyrocket, a hard hitting swarm and Lord Longtongue were all particularly devastating. To make matters worse this was the first PFS (home) game for two players and the second one for the other two.
In all honesty I tried to avert it. Vorka stayed out of the fight, using only summon swarm for that one time and then two summon nature's ally to summon ponies (which did next to nothing, but scared the players because they were horses) and a single dart. Still they went down rather quickly.
Fortunately they were all cool with it and enjoyed the session, but after sleuthing around the forums for a bit now (mostly to see if WBG is really this lethal) I saw a number of posts encouraging GM's to award xp, pp or gold for player deaths if said player was new. All done in order to encourage players to come back and not leave with a sour experience.
I personally don't have anything against that. In a home game I'd be tempted to do it that way. But I didn't give them xp, pp or gold because they all died. And because as a new GM to the Society I'm particularly sensitive to trying to follow the rules so everything is fair, and indeed fun. Now I'm not so sure if that was right, "morally".
So, am I right in awarding nothing (except obviously the chance to buy the items they found for the character they select to receive the chronicle sheet)?
Also, when reporting the module, do I mark the "character died" box after putting in the player's Society number and associated character (the one that will receive the chronicle sheet)? Searching for answers on pregen character permadeath and what happens afterwards just confused me.
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So here you go, and all of this fits in the rules..
So first off, there is no Penalty for PreGen Death so you don't mark the "character died".
The rest of this would be easier if it was a normal module, but since it wasn't we have to work with what we have.
I am assuming they all died in the last encounter...
They all get 1xp for finishing most of the Module. For scenarios this would be easy they just need to finish 3 encounters, for normal Modules to get 1xp you need to finish 1/3 of the scenario, but this is neither, so just go with "Most".
They all get 1 pp for the same reason above.
Money is the hard part, since this is not a scenario you can't just subtract the gold they missed for the encounter they failed, so I would suggest just going to the Module rule since this is a Module.
They finished at least 2/3s the Module so they get 2/3 the gold. Which is 333 GP 3 SP and 3 CP.
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Personally I think the scenario is set up to result in many goblin deaths. (Every time I've run it they have ended up blowing themselves up and everybody enjoyed it.)So I always give full gold, etc even if they all die in the final encounter. I don't think players would so enthusiastically roleplay goblins if they were worried about the consequences of the pre-gen goblins dying.
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Personally I think the scenario is set up to result in many goblin deaths. (Every time I've run it they have ended up blowing themselves up and everybody enjoyed it.)So I always give full gold, etc even if they all die in the final encounter. I don't think players would so enthusiastically roleplay goblins if they were worried about the consequences of the pre-gen goblins dying.
In the handful of times I've run it, there have been plenty of goblin deaths. There's a substantial amount that are more or less "suicides" too.
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Mogmurch lights the Skyrocket on fire, waits, lets go and hollered with joy when Cuddles almost died, Chuffy was blown into small bits and Poog knocked unconscious. The player controlling Mogmurch even delighted in describing the cartoonish soot stains everywhere.