I'm come to recognize a re-occuring theme in several events that end with rather nasty results, and may leave players with either an upsetting feeling, or outright bitching. We, the DMs, spend time idealizing reasonable (or even hard) events to challenge and elicit emotional responses and build character (allow them to grow, change, and evolve) for the playerbase. You'll often see that these events, for example the most recent Eye of Fear and Flame for example (kudos to Echelon with the implimention of an epic undead horror, by the way), have a couple options:
1.) Fight.
This option is assessable with a few options: have the most wordly, or experienced players in the group attempt to see if they can gauge their chances of survival (ask the DM if you can roll Lore or Appraise checks to gather such information: you'll see that if you want to do things outside of the norm, we're generally accomidating and even encouraging of these brain-using activities).
2.) Flee
This is a hell of an option if the outcome of one seems bleak. We'll (almost) always allow this method of discretion. Falling back to re-group sometimes simply in not the best way to survive. Burying yourself in the nearest dark hole, and waiting out the storm is a great survival tactic.
3.) Submit
If your character has a low charisma (and is easily influenced), if they are a coward afraid of death, if they are not-so-good inclined... submit to the will of your captor/tormentor/current superior's will. This may seem disgraceful, even humilitating, but I promise - promise that this will get you a great, flavourful roleplaying experience. And, just because you submit now, doesn't mean you can't take revenge later.
4.) Talk
This is the most underused option, in my opinion. Sometimes the bad guys want to monologue, in the vein of true, arrogant, show-offy villains. Sometimes, the 'bad guys' aren't so rotten to the core to be beyond reason. You're not always dealing with inhuman monsters without a heart or soul (though devils and demons will always be an exception to this rule), and the DM likely treats each ancounter as such. Simply by socially interacting (rather than rushing to the game mechanics of combat), you can breath life into a situation, turn it in unexpected directions, or even come out with a new outlook on the overall picture. Seemingly random events are often tied to a larger tapestry. Then again, not every encounter is going to be a deep lesson on philosophy and life, either.
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Seriously, people. Don't let us hold you by the had: take the initiative to make things as fun as they could be, rather than complacently taking a backseat to your roles as the REAL heroes! The NPCs can't do all the work, and not everyone is the same hero as another. Make your character stand out, and we'll work with you to bring the setting to life.
1.) Fight.
This option is assessable with a few options: have the most wordly, or experienced players in the group attempt to see if they can gauge their chances of survival (ask the DM if you can roll Lore or Appraise checks to gather such information: you'll see that if you want to do things outside of the norm, we're generally accomidating and even encouraging of these brain-using activities).
2.) Flee
This is a hell of an option if the outcome of one seems bleak. We'll (almost) always allow this method of discretion. Falling back to re-group sometimes simply in not the best way to survive. Burying yourself in the nearest dark hole, and waiting out the storm is a great survival tactic.
3.) Submit
If your character has a low charisma (and is easily influenced), if they are a coward afraid of death, if they are not-so-good inclined... submit to the will of your captor/tormentor/current superior's will. This may seem disgraceful, even humilitating, but I promise - promise that this will get you a great, flavourful roleplaying experience. And, just because you submit now, doesn't mean you can't take revenge later.
4.) Talk
This is the most underused option, in my opinion. Sometimes the bad guys want to monologue, in the vein of true, arrogant, show-offy villains. Sometimes, the 'bad guys' aren't so rotten to the core to be beyond reason. You're not always dealing with inhuman monsters without a heart or soul (though devils and demons will always be an exception to this rule), and the DM likely treats each ancounter as such. Simply by socially interacting (rather than rushing to the game mechanics of combat), you can breath life into a situation, turn it in unexpected directions, or even come out with a new outlook on the overall picture. Seemingly random events are often tied to a larger tapestry. Then again, not every encounter is going to be a deep lesson on philosophy and life, either.
--------------------------------------------------------------
Seriously, people. Don't let us hold you by the had: take the initiative to make things as fun as they could be, rather than complacently taking a backseat to your roles as the REAL heroes! The NPCs can't do all the work, and not everyone is the same hero as another. Make your character stand out, and we'll work with you to bring the setting to life.





, and GBX, players are still allowed to perma-death their own chars right? Or if the other player wants perma-death against your char.

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