anyway.



thread: 2005-06-02 : Immersion

On 2005-06-04, xenopulse wrote:

Re: the role (roll) of dice.

I found in my freeform game last week that, when I presented my players with what I thought was a bang (get yourself back into that awfully dangerous and creepy situation you just came out of to help a stranger, or stay in safety and watch him suffer), they all swiftly stormed out into danger. Why? I have a feeling they know that I, the GM, will not kill them off for it, and since it's freeform, penalties are not as tangible. Had I put dice on the table and said, "If you guys run out, you gotta roll, and there's a good chance you pay for it," that'd have been much different.

Now I realize—since I don't have dice, I won't make the stakes about those main characters anymore. I'll make them about their families and friends. Because I *will* make those character suffer and die if the PCs make the appropriate choice, and that won't take away their playing piece or limit their input into the game.

So overall, the dice are not only a "this is serious" deal, but a "it's out of our hands and it could cost us all dearly" method that allows me to do my adversity job with less hesitation.

- Christian



 

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