
oh wait.


For starters, I think players need to be selective about the games they join - not just jumping into every game that comes along that sounds interesting. Research the GM, see who the other players might be. I speak from experience here, as that's what I did the first year I was on the forum, so I'm not trying to take the piss with anyone. It's a legit suggestion.Inferno wrote:Thanks everyone for the thoughtful, informative replies. This has been really helpful, and interesting.
Ok. Out with it, sir!Alethan wrote: I have some ideas as to what GMs can do to prevent game death, but I'd like to see some suggestions from experienced GMs on the site before I voice my opinion.
Wow, that's a frightening statistic!FantasyChic wrote:I am new to RPG pen and paper-type games, PbP, and all of that. I recently joined Roll20 in February and made the journey here only a few months ago, and in my short amount of time playing, I have seen a total of 25 games just...drop dead.
And to make that more of a point, I've only played a total of 31 games, meaning 25/31 games I joined just stopped.
Zhym wrote:Also, if you get attached to your characters at all, check the death rate before signing up for a game.
(Hi, dmw71!![]()
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I realize the above are written at least partly in jest, but I will point out that it's clearly stated in my DM profile (which needs to be updated), that:GreyWolfVT wrote:Dave's Games
Fair enough (although, goblins and kobolds? Boy, wouldn't that be nice). I'm just pointing out that in some games, mine included, it might not be worth spending too much time working on a back story for your character.dmw71 wrote:I realize the above are written at least partly in jest, but I will point out that it's clearly stated in my DM profile (which needs to be updated), that:
- "I do not "fudge" rolls, for monsters or players. Half the excitement of the game lies in the random results."
- "I do play monsters intelligently and to the best of their abilities (where even goblins and kobolds can be a challenge if played well)."
I refuse to apologize for games ending in TPKs. I run sandbox games, and follow the player's whims, and sometimes these things happen.
I would have to agree with this.AleBelly wrote:I do notice that players seem to run away from combat far less often than I remember from my few games as a youth.
First, I'd like it on the record that my plan is never to kill off a party, or character. I have always run adventures with brand new 1st level characters, and there is always a risk of them not being successful. I never like to see games end quickly, and feel guilty when they do, but I accept that sometimes these things happen. And just because games I start are for brand new characters, not every encounter in my game is going to be with an orc, or goblin, or kobold, etc... I will throw in some tougher opponents (e.g. troglodytes, or a giant crab on an island), which kind of ties back to your first point -- not every monster presented necessarily has to be engaged or pursued.AleBelly wrote:Don't ease up in your games, Dave!
Ignore that man. Ease up in your games, Dave!AleBelly wrote:Don't ease up in your games, Dave!
It's not always clear to me that running away is even possible. Take the recent encounter in Dave's B/X game for example. A giant crab pops up and is 20 feet away by the time the PCs can do anything about it. Running away often gives a free attack, and it's not always clear if a monster is faster than the PCs anyway. So I think we tend to assume that running away just means whatever we're running from gets to attack from behind.AleBelly wrote:I do notice that players seem to run away from combat far less often than I remember from my few games as a youth.
I agree completely!Unless you had an accident and got amnesia, I don't think you could easily forget you got a game going on.