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	<title>Comments on: Oops Moments: You&#8217;re Not Actually Dead</title>
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	<link>http://www.treasuretables.org/2007/02/oops-moments-youre-not-actually-dead</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: michael</title>
		<link>http://www.treasuretables.org/2007/02/oops-moments-youre-not-actually-dead/comment-page-1#comment-9412</link>
		<dc:creator>michael</dc:creator>
		<pubDate>Tue, 13 Feb 2007 08:38:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=624#comment-9412</guid>
		<description>1. Play a game where the rules are easy enough to keep in your head so that such a mistake doesn&#039;t happen. 

2. Use Fate/Hero points so that in the end, it&#039;s really the player&#039;s choice whether that character dies in that kind of incident.</description>
		<content:encoded><![CDATA[<p>1. Play a game where the rules are easy enough to keep in your head so that such a mistake doesn&#8217;t happen. </p>
<p>2. Use Fate/Hero points so that in the end, it&#8217;s really the player&#8217;s choice whether that character dies in that kind of incident.</p>
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		<title>By: Sarlax</title>
		<link>http://www.treasuretables.org/2007/02/oops-moments-youre-not-actually-dead/comment-page-1#comment-9376</link>
		<dc:creator>Sarlax</dc:creator>
		<pubDate>Sat, 10 Feb 2007 01:51:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=624#comment-9376</guid>
		<description>Regarding comparative investments, Martin&#039;s said it. I would like to point out again, however, the consequences of the missed modifier are different. Players lose all/most of their investment in the game, but the GM just loses an NPC.

Applying the same standard - no forgiveness for GMs or players on a missed modifier - results in wildly different outcomes for GMs and players.</description>
		<content:encoded><![CDATA[<p>Regarding comparative investments, Martin&#8217;s said it. I would like to point out again, however, the consequences of the missed modifier are different. Players lose all/most of their investment in the game, but the GM just loses an NPC.</p>
<p>Applying the same standard &#8211; no forgiveness for GMs or players on a missed modifier &#8211; results in wildly different outcomes for GMs and players.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2007/02/oops-moments-youre-not-actually-dead/comment-page-1#comment-9374</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Fri, 09 Feb 2007 19:57:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=624#comment-9374</guid>
		<description>(Rick TWA) &lt;i&gt;1: Removing a character in NO WAY completely eliminates a player’s entire investment. Their prior impact on the game world is still intact (unless they got hit so hard they never existed, perhaps by a wish or a diety-level opponent).&lt;/i&gt;

I don&#039;t see how prior impact plays into it -- what I&#039;m thinking of is time, effort and emotion already invested in the character, and cutting off the potential for future investment. In other words: players get attached to their characters (ideally, at least), and loss of a PC due to a random mistake can be a big deal.

&lt;i&gt;2: Ending a campaign destroys not only the DM’s entire onvestment but ALSO the investment of all the players.&lt;/i&gt;

Good point! No disagreement that the order of magnitude is different. I stand by the fact that each element (campaign, PC) represents that maximum investment for that person (GM, player), even recognizing that the player&#039;s investment is smaller, and that that&#039;s an important consideration for this discussion.

I see where you&#039;re coming from on both points, I just don&#039;t agree with everty aspect of either of them. ;)</description>
		<content:encoded><![CDATA[<p>(Rick TWA) <i>1: Removing a character in NO WAY completely eliminates a player’s entire investment. Their prior impact on the game world is still intact (unless they got hit so hard they never existed, perhaps by a wish or a diety-level opponent).</i></p>
<p>I don&#8217;t see how prior impact plays into it &#8212; what I&#8217;m thinking of is time, effort and emotion already invested in the character, and cutting off the potential for future investment. In other words: players get attached to their characters (ideally, at least), and loss of a PC due to a random mistake can be a big deal.</p>
<p><i>2: Ending a campaign destroys not only the DM’s entire onvestment but ALSO the investment of all the players.</i></p>
<p>Good point! No disagreement that the order of magnitude is different. I stand by the fact that each element (campaign, PC) represents that maximum investment for that person (GM, player), even recognizing that the player&#8217;s investment is smaller, and that that&#8217;s an important consideration for this discussion.</p>
<p>I see where you&#8217;re coming from on both points, I just don&#8217;t agree with everty aspect of either of them. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: Frank Filz</title>
		<link>http://www.treasuretables.org/2007/02/oops-moments-youre-not-actually-dead/comment-page-1#comment-9372</link>
		<dc:creator>Frank Filz</dc:creator>
		<pubDate>Fri, 09 Feb 2007 19:00:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=624#comment-9372</guid>
		<description>I tend to go with #2. If the mistake is caught soon enough, I&#039;ll go with #4. Sometimes I might do a pseudo #4 (grant the PC a few free swings to make up for the lost rounds).

It also depends on the magnitude of the mistake. If you were just a little off on your hit point count, I might still rule you dead, because the NPC would probably have managed to hit you again (this assumes the NPC survived at least a few rounds while you were thought dead). Of course if it&#039;s not too vengefull an NPC, it might be possible to retcon the death to a feigned death, and now the NPC has lost his chance to actually kill you.

Frank</description>
		<content:encoded><![CDATA[<p>I tend to go with #2. If the mistake is caught soon enough, I&#8217;ll go with #4. Sometimes I might do a pseudo #4 (grant the PC a few free swings to make up for the lost rounds).</p>
<p>It also depends on the magnitude of the mistake. If you were just a little off on your hit point count, I might still rule you dead, because the NPC would probably have managed to hit you again (this assumes the NPC survived at least a few rounds while you were thought dead). Of course if it&#8217;s not too vengefull an NPC, it might be possible to retcon the death to a feigned death, and now the NPC has lost his chance to actually kill you.</p>
<p>Frank</p>
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		<title>By: Frost</title>
		<link>http://www.treasuretables.org/2007/02/oops-moments-youre-not-actually-dead/comment-page-1#comment-9371</link>
		<dc:creator>Frost</dc:creator>
		<pubDate>Fri, 09 Feb 2007 17:52:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=624#comment-9371</guid>
		<description>If a character dies due a mistake I made, and I catch it during or immediately after the battle, I&#039;ll usually go with option 2 or 3.</description>
		<content:encoded><![CDATA[<p>If a character dies due a mistake I made, and I catch it during or immediately after the battle, I&#8217;ll usually go with option 2 or 3.</p>
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		<title>By: John Arcadian</title>
		<link>http://www.treasuretables.org/2007/02/oops-moments-youre-not-actually-dead/comment-page-1#comment-9368</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Fri, 09 Feb 2007 12:28:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=624#comment-9368</guid>
		<description>Being of the school of thought that players die, it ended the game, should probably read that characters die.  Otherwise it&#039;s got a whole new spin on reality in gaming.</description>
		<content:encoded><![CDATA[<p>Being of the school of thought that players die, it ended the game, should probably read that characters die.  Otherwise it&#8217;s got a whole new spin on reality in gaming.</p>
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		<title>By: John Arcadian</title>
		<link>http://www.treasuretables.org/2007/02/oops-moments-youre-not-actually-dead/comment-page-1#comment-9367</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Fri, 09 Feb 2007 12:26:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=624#comment-9367</guid>
		<description>Coming to the party a little late on this one, but as far as OOPS moments go I tend to fall heavy to the Number3. Retcon the end result category. I&#039;m not a rules heavy GM, which is one of the reasons I&#039;m not big on DND, and I tend to think the story or the experience is the important thing in a game, so I tend to go with the characters always get a second chance, or they get knocked out but not dead. 

One of my first moments of GMing was running a DND one shot with a friend. It was all great, everything was going beautifully, the game was fun, we enjoyed ourselves, and then the villain killed him. Being of the school of thought that players die, it ended the game. I hadn&#039;t balanced out the encounter enough, and it just sucked to think oh, well that&#039;s the game.  Now I tend to be of the opinion that the player(s) is(are) the spotlight of the game, I&#039;m getting my enjoyment by structuring a game/story with known monkeywrenches, and lets make sure its fun.  I kind of think of it like a TV show or a movie. The BDH (Big Darn Heroes) are always going to come out decently, unless the plot takes a major turn for the worse, and then it should feel dramatic, not random because a roll went wrong, or a modifier got left out.</description>
		<content:encoded><![CDATA[<p>Coming to the party a little late on this one, but as far as OOPS moments go I tend to fall heavy to the Number3. Retcon the end result category. I&#8217;m not a rules heavy GM, which is one of the reasons I&#8217;m not big on DND, and I tend to think the story or the experience is the important thing in a game, so I tend to go with the characters always get a second chance, or they get knocked out but not dead. </p>
<p>One of my first moments of GMing was running a DND one shot with a friend. It was all great, everything was going beautifully, the game was fun, we enjoyed ourselves, and then the villain killed him. Being of the school of thought that players die, it ended the game. I hadn&#8217;t balanced out the encounter enough, and it just sucked to think oh, well that&#8217;s the game.  Now I tend to be of the opinion that the player(s) is(are) the spotlight of the game, I&#8217;m getting my enjoyment by structuring a game/story with known monkeywrenches, and lets make sure its fun.  I kind of think of it like a TV show or a movie. The BDH (Big Darn Heroes) are always going to come out decently, unless the plot takes a major turn for the worse, and then it should feel dramatic, not random because a roll went wrong, or a modifier got left out.</p>
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		<title>By: David T</title>
		<link>http://www.treasuretables.org/2007/02/oops-moments-youre-not-actually-dead/comment-page-1#comment-9362</link>
		<dc:creator>David T</dc:creator>
		<pubDate>Fri, 09 Feb 2007 02:26:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=624#comment-9362</guid>
		<description>I would let the situation roll as it is, for the simple reason that players should be reminded that they can die/ suffer life threatening injuries and not at the hands of the GM but by the cruelties of fate.  An element of tension inherent in any dice based game is the fact that the dice can go against you.  I would never take this away from PCs.

BUT...

Death isn&#039;t that much fun, I would take the PC aside and ask whether they would like to carry on with their character and if so stretch my GM power to explain how the character apparently died before all the other players but is in actual fact alive.

My favourite tactic is the rescue mission, the character is held captive and the other PCs have to rescue the character.  If the character in question wants to play; well, some careless guard can leave the door open or something equally deus ex machina &gt;=0)
I have also used things like &#039;spirits trapped on a plane of existence&#039;, &#039;buried alive&#039; (funny to see PCs faces when they realise they just buried a comrade but every NPC thinks that they can&#039;t grieve properly and refuse to exhume)etc.
To summarise IMHO, PC deaths should be the potential start of new stories not the end of old ones... unles the PC is bored and wants to try a new character.</description>
		<content:encoded><![CDATA[<p>I would let the situation roll as it is, for the simple reason that players should be reminded that they can die/ suffer life threatening injuries and not at the hands of the GM but by the cruelties of fate.  An element of tension inherent in any dice based game is the fact that the dice can go against you.  I would never take this away from PCs.</p>
<p>BUT&#8230;</p>
<p>Death isn&#8217;t that much fun, I would take the PC aside and ask whether they would like to carry on with their character and if so stretch my GM power to explain how the character apparently died before all the other players but is in actual fact alive.</p>
<p>My favourite tactic is the rescue mission, the character is held captive and the other PCs have to rescue the character.  If the character in question wants to play; well, some careless guard can leave the door open or something equally deus ex machina &gt;=0)<br />
I have also used things like &#8216;spirits trapped on a plane of existence&#8217;, &#8216;buried alive&#8217; (funny to see PCs faces when they realise they just buried a comrade but every NPC thinks that they can&#8217;t grieve properly and refuse to exhume)etc.<br />
To summarise IMHO, PC deaths should be the potential start of new stories not the end of old ones&#8230; unles the PC is bored and wants to try a new character.</p>
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		<title>By: Yunt</title>
		<link>http://www.treasuretables.org/2007/02/oops-moments-youre-not-actually-dead/comment-page-1#comment-9361</link>
		<dc:creator>Yunt</dc:creator>
		<pubDate>Fri, 09 Feb 2007 01:49:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=624#comment-9361</guid>
		<description>I&#039;m still learning the rules of the game, in this case D&amp;D.

My player rolled a great Intimidate check against a Dire Weasel and it ran and hid. By the rules a Dire Weasel isn&#039;t smart enough to be intimidated but I only looked this up after for confirmation of a sneaking suspicion that it was a bad call.

I didn&#039;t retcon anything, just gave my players a &quot;heads up&quot; that it may not actually work next time.

If the situation had been reversed I&#039;d definitely have overturned the call. If I can possibly avoid it, the players shouldn&#039;t have to pay for my mistakes.</description>
		<content:encoded><![CDATA[<p>I&#8217;m still learning the rules of the game, in this case D&amp;D.</p>
<p>My player rolled a great Intimidate check against a Dire Weasel and it ran and hid. By the rules a Dire Weasel isn&#8217;t smart enough to be intimidated but I only looked this up after for confirmation of a sneaking suspicion that it was a bad call.</p>
<p>I didn&#8217;t retcon anything, just gave my players a &#8220;heads up&#8221; that it may not actually work next time.</p>
<p>If the situation had been reversed I&#8217;d definitely have overturned the call. If I can possibly avoid it, the players shouldn&#8217;t have to pay for my mistakes.</p>
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		<title>By: longcoat000</title>
		<link>http://www.treasuretables.org/2007/02/oops-moments-youre-not-actually-dead/comment-page-1#comment-9360</link>
		<dc:creator>longcoat000</dc:creator>
		<pubDate>Fri, 09 Feb 2007 00:56:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=624#comment-9360</guid>
		<description>I&#039;m a hearty advocate of #2.  PC was knocked out / stunned / whatever, but is now back in the fight.  I&#039;d probably allow them some sort of &quot;surprise strike&quot; if the fight&#039;s still going, since their opponent isn&#039;t expecting the dead to come back to life mid-fight.

There&#039;s also all sorts of ways to apply this to NPCs as well.  Intelligent NPCs could stay slumped down (now that no one is paying attention), act dead, and slink away while the party is otherwise occupied.  Non-intelligent beings would probably act as per their intelligence and temperment would dictate.</description>
		<content:encoded><![CDATA[<p>I&#8217;m a hearty advocate of #2.  PC was knocked out / stunned / whatever, but is now back in the fight.  I&#8217;d probably allow them some sort of &#8220;surprise strike&#8221; if the fight&#8217;s still going, since their opponent isn&#8217;t expecting the dead to come back to life mid-fight.</p>
<p>There&#8217;s also all sorts of ways to apply this to NPCs as well.  Intelligent NPCs could stay slumped down (now that no one is paying attention), act dead, and slink away while the party is otherwise occupied.  Non-intelligent beings would probably act as per their intelligence and temperment would dictate.</p>
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		<title>By: Jef</title>
		<link>http://www.treasuretables.org/2007/02/oops-moments-youre-not-actually-dead/comment-page-1#comment-9359</link>
		<dc:creator>Jef</dc:creator>
		<pubDate>Fri, 09 Feb 2007 00:15:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=624#comment-9359</guid>
		<description>Presuming the PC&#039;s death wasnt spectacular (ie a very messy horrible death) and the battle is still occurring, have the PC make a &quot;recovery&quot; roll on his next turn then resume taking actions normally. 
If its over and the party is still searching the room or took the body with them, let someone realize the PC was merely knocked senseless, not killed as believed and let him rejoin the action. 

Otherwise resurrect him &quot;behind the curtain&quot; by some NPC and let him rejoin the party under the Player&#039;s control.</description>
		<content:encoded><![CDATA[<p>Presuming the PC&#8217;s death wasnt spectacular (ie a very messy horrible death) and the battle is still occurring, have the PC make a &#8220;recovery&#8221; roll on his next turn then resume taking actions normally.<br />
If its over and the party is still searching the room or took the body with them, let someone realize the PC was merely knocked senseless, not killed as believed and let him rejoin the action. </p>
<p>Otherwise resurrect him &#8220;behind the curtain&#8221; by some NPC and let him rejoin the party under the Player&#8217;s control.</p>
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		<title>By: Rick the Wonder Algae</title>
		<link>http://www.treasuretables.org/2007/02/oops-moments-youre-not-actually-dead/comment-page-1#comment-9358</link>
		<dc:creator>Rick the Wonder Algae</dc:creator>
		<pubDate>Thu, 08 Feb 2007 23:59:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=624#comment-9358</guid>
		<description>&lt;b&gt;(Martin)

&lt;i&gt;(Rick TWA) You say that as if those two investments are even marginally close in magnitude.&lt;/i&gt;

In a way, they are. For the current game, the campaign represents the largest possible loss for the GM, and a PC represents the largest possible loss for the player. For that game, those are their maximum investments — and hence, maximum potential losses.

What I suspect you were getting at is the fact that comparing most PCs to most campaigns, there’s a huuuuuge gulf in time invested between the two — because while the player and GM both spend the same amount of time at the table, the player doesn’t spend any time outside the game working on the campaign, and the GM does.&lt;/b&gt;

That&#039;s exactly what I&#039;m getting at.  I&#039;m talking about order of magnitude, not amount of contribution.  Also keep in mind:

1: Removing a character in NO WAY completely eliminates a player&#039;s entire investment.  Their prior impact on the game world is still intact (unless they got hit so hard they never existed, perhaps by a wish or a diety-level opponent).

2: Ending a campaign destroys not only the DM&#039;s entire onvestment but ALSO the investment of all the players.

Thus, not only are they not the same order of magnitude in terms of time spent, they&#039;re also not even the same order of magnitude percent wise, as the death of a character destroys a PORTION of their investment, whereas the death of a campaign destroys ALL of the investment of the DM &lt;b&gt;and&lt;/b&gt; all of the investment of all players.</description>
		<content:encoded><![CDATA[<p><b>(Martin)</p>
<p><i>(Rick TWA) You say that as if those two investments are even marginally close in magnitude.</i></p>
<p>In a way, they are. For the current game, the campaign represents the largest possible loss for the GM, and a PC represents the largest possible loss for the player. For that game, those are their maximum investments — and hence, maximum potential losses.</p>
<p>What I suspect you were getting at is the fact that comparing most PCs to most campaigns, there’s a huuuuuge gulf in time invested between the two — because while the player and GM both spend the same amount of time at the table, the player doesn’t spend any time outside the game working on the campaign, and the GM does.</b></p>
<p>That&#8217;s exactly what I&#8217;m getting at.  I&#8217;m talking about order of magnitude, not amount of contribution.  Also keep in mind:</p>
<p>1: Removing a character in NO WAY completely eliminates a player&#8217;s entire investment.  Their prior impact on the game world is still intact (unless they got hit so hard they never existed, perhaps by a wish or a diety-level opponent).</p>
<p>2: Ending a campaign destroys not only the DM&#8217;s entire onvestment but ALSO the investment of all the players.</p>
<p>Thus, not only are they not the same order of magnitude in terms of time spent, they&#8217;re also not even the same order of magnitude percent wise, as the death of a character destroys a PORTION of their investment, whereas the death of a campaign destroys ALL of the investment of the DM <b>and</b> all of the investment of all players.</p>
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