Post by ihavetilfive on Apr 28, 2010 23:14:51 GMT -6
What is the right amount of PC death in an old-school game? I've been strugging with that question the whole campaign. I think that as long as the players are having fun and realize that there's always a chance of PC death around the corner, you're pretty
much in the sweet spot. What do you think?
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Session #13
Delva and Tig find Beth after healing back in Providence Ridge. Beth is alive and well, though hungry and shabby. Returning to town, they decide to book a coach to the City-State of the Invincible Overlord. Silas knows a possible buyer there and says he can get the best price for it.
Session #14
Farned returns, challenges a dwarf to a game of arm wrestling, and commands his foe to sleep. The dwarf falls victim to the dweomer, causing his friends to scream, "Sorceror!" The many dwarves fall upon the cleric, looking to seize him. They weren't prepared for his extra set of arms, and the mutation allows him to escape. Hiding in a garment shop, Farned waits until dawn.
Farned finds the coach behind the inn, as the party is waiting for the coachmen to start the journey. Hiding in the coach, he does his best to try to remain unnoticed. Silas takes Tig aside and renegotiates the deal in exchange for Silas not letting the angry dwarves in the inn know Farned's whereabouts. Delva renders the deal moot by tipping off the dwarves himself. Dwarves then pour out of the inn, furiously demanding Farned's surrender.
Farned climbs to the top of the coach and attempts to drive the horses away. He manages to get just beyond the inn, where he loses control of the coach, and the horses panic and run into the river. Farned is thrown into the water and is soon seized by many rough, dwarven hands. Shot by many crossbows, Farned collapses as the the dwarves tear away his robe. Gasping at his chaos-wracked appearance, the dwarven mob drags him through the streets to the Temple of Sigmar. Secured upon a leaden slab, a silver hammer ends Farned's twisted existence.
The next morning, the coach leaves town. The party needed to relieve the drunken drivers for the first few hours. Staying in the barn of a farmer the first night, the party fights off a pack of wolves preying on livestock. They meet passing merchant caravan on its way to Dudley. Deciding to return to sleep, the party continues the journey the next morning without further incident.
much in the sweet spot. What do you think?
__________________________________
Session #13
Delva and Tig find Beth after healing back in Providence Ridge. Beth is alive and well, though hungry and shabby. Returning to town, they decide to book a coach to the City-State of the Invincible Overlord. Silas knows a possible buyer there and says he can get the best price for it.
Session #14
Farned returns, challenges a dwarf to a game of arm wrestling, and commands his foe to sleep. The dwarf falls victim to the dweomer, causing his friends to scream, "Sorceror!" The many dwarves fall upon the cleric, looking to seize him. They weren't prepared for his extra set of arms, and the mutation allows him to escape. Hiding in a garment shop, Farned waits until dawn.
Farned finds the coach behind the inn, as the party is waiting for the coachmen to start the journey. Hiding in the coach, he does his best to try to remain unnoticed. Silas takes Tig aside and renegotiates the deal in exchange for Silas not letting the angry dwarves in the inn know Farned's whereabouts. Delva renders the deal moot by tipping off the dwarves himself. Dwarves then pour out of the inn, furiously demanding Farned's surrender.
Farned climbs to the top of the coach and attempts to drive the horses away. He manages to get just beyond the inn, where he loses control of the coach, and the horses panic and run into the river. Farned is thrown into the water and is soon seized by many rough, dwarven hands. Shot by many crossbows, Farned collapses as the the dwarves tear away his robe. Gasping at his chaos-wracked appearance, the dwarven mob drags him through the streets to the Temple of Sigmar. Secured upon a leaden slab, a silver hammer ends Farned's twisted existence.
The next morning, the coach leaves town. The party needed to relieve the drunken drivers for the first few hours. Staying in the barn of a farmer the first night, the party fights off a pack of wolves preying on livestock. They meet passing merchant caravan on its way to Dudley. Deciding to return to sleep, the party continues the journey the next morning without further incident.