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	<title>Comments on: Got in some serious gaming over the weekend</title>
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	<link>http://www.lordkilgore.com/got-in-some-serious-gaming-over-the-weekend</link>
	<description>Last seen entering the Lost Caverns some years ago. . .</description>
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		<title>By: Family Finally Survives a Session &#171; Lord Kilgore</title>
		<link>http://www.lordkilgore.com/got-in-some-serious-gaming-over-the-weekend/comment-page-1#comment-1427</link>
		<dc:creator>Family Finally Survives a Session &#171; Lord Kilgore</dc:creator>
		<pubDate>Tue, 09 Mar 2010 03:37:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.lordkilgore.com/?p=1802#comment-1427</guid>
		<description>[...] reconvened for another foray in the Forbidden Jungle with new PCs they had rolled up since the previous TPK. My wife had a halfling druid (great move for the environment) while my daughter went with a dwarf [...]</description>
		<content:encoded><![CDATA[<p>[...] reconvened for another foray in the Forbidden Jungle with new PCs they had rolled up since the previous TPK. My wife had a halfling druid (great move for the environment) while my daughter went with a dwarf [...]</p>
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		<title>By: Telecanter</title>
		<link>http://www.lordkilgore.com/got-in-some-serious-gaming-over-the-weekend/comment-page-1#comment-1396</link>
		<dc:creator>Telecanter</dc:creator>
		<pubDate>Tue, 02 Mar 2010 01:10:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.lordkilgore.com/?p=1802#comment-1396</guid>
		<description>Yeah, the jungle makes it tough, most of my player deaths are unforced errors.  Just an idea, what if you gave the players a magic item, say a fist-sized emerald that indicated when creatures were near.  The gem glows, the party freezes, the ranger investigates.  It would make the jungle more survivable as long as they don&#039;t lose it . . .</description>
		<content:encoded><![CDATA[<p>Yeah, the jungle makes it tough, most of my player deaths are unforced errors.  Just an idea, what if you gave the players a magic item, say a fist-sized emerald that indicated when creatures were near.  The gem glows, the party freezes, the ranger investigates.  It would make the jungle more survivable as long as they don&#8217;t lose it . . .</p>
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		<title>By: A Paladin In Citadel</title>
		<link>http://www.lordkilgore.com/got-in-some-serious-gaming-over-the-weekend/comment-page-1#comment-1395</link>
		<dc:creator>A Paladin In Citadel</dc:creator>
		<pubDate>Tue, 02 Mar 2010 00:04:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.lordkilgore.com/?p=1802#comment-1395</guid>
		<description>And we wonder why successive editions have increased the hardiness of fresh characters.  Whether it is the -10 hp rule, or the more recent 4e approach.

I have to admit I am torn between playing it true old-school and making the accommodation to more hit points at first level.

My son lost his character in yesterdays D&amp;D session, and while he was (outwardly) non-plussed, I know it was a disappointment for him.

Tis a bit of a slippery slope, though, improving the survivability of 1st level characters.  I think 4e has taken it to such an extreme, that characters can almost never die.</description>
		<content:encoded><![CDATA[<p>And we wonder why successive editions have increased the hardiness of fresh characters.  Whether it is the -10 hp rule, or the more recent 4e approach.</p>
<p>I have to admit I am torn between playing it true old-school and making the accommodation to more hit points at first level.</p>
<p>My son lost his character in yesterdays D&amp;D session, and while he was (outwardly) non-plussed, I know it was a disappointment for him.</p>
<p>Tis a bit of a slippery slope, though, improving the survivability of 1st level characters.  I think 4e has taken it to such an extreme, that characters can almost never die.</p>
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		<title>By: Timeshadows</title>
		<link>http://www.lordkilgore.com/got-in-some-serious-gaming-over-the-weekend/comment-page-1#comment-1397</link>
		<dc:creator>Timeshadows</dc:creator>
		<pubDate>Mon, 01 Mar 2010 19:08:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.lordkilgore.com/?p=1802#comment-1397</guid>
		<description>May I offer a few suggestions as a gamer and a mother? :D

* Use HP as it is in Searchers of the Unknown: Knock Outs.
--HPs are then recovered immediately after a scene, and if dropped into the negatives, it simply means it takes longer for the character to rest and recuperate.

* Death can still come from Save or Die situations, but kids and other normal people do NOT enjoy dying.
--Still not sure why OSR folks seem to think its fun.  It SHOULD suck, but not be something to wear as a badge: &#039;I&#039;ve lost every character I&#039;ve ever made before they reached 4th level, that&#039;s why I don&#039;t bother naming them.  It was a real hoot.&#039;-sort of stuff (often said by lightly-toasted guys after a tough work week.

* Next, come up with reasons why kidnapping and slavery are part of a monster&#039;s shtick.  Stuck in a cage for fattening up; thrown into an oubliette that actually does have a hidden exit tunnelled out by former occupants; kind-hearted monster children who want a human pet; etc.
--Dying in RPGs will not really prepare children for Real Lifesorrows, it just hardens them, turns them off, and drives them to videogames or TV.

* Next, address the same mechanic on their part.  Killing attacks are reserved for helpless victims (tied-up, unconscious, Held, etc.).  Dropping a critter&#039;s HP to 0 is enough to make __stealing its stuff__ possible.  Dropping them into the negatives ought to teach them a lesson so that they don&#039;t come back (right away) to bother human/demi-human settlements.

* When your family is ready for the &#039;real stuff&#039; (not -realistic- at all, BTW), then let them ask you for the game to be taken to the next level.

Just my two-bits from a Psychology, High Risk Armed Security, Gaming, and Parenting background.
--YMMV, of course

Best,
-Kyrinn</description>
		<content:encoded><![CDATA[<p>May I offer a few suggestions as a gamer and a mother? <img src='http://www.lordkilgore.com/wordpress/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>* Use HP as it is in Searchers of the Unknown: Knock Outs.<br />
&#8211;HPs are then recovered immediately after a scene, and if dropped into the negatives, it simply means it takes longer for the character to rest and recuperate.</p>
<p>* Death can still come from Save or Die situations, but kids and other normal people do NOT enjoy dying.<br />
&#8211;Still not sure why OSR folks seem to think its fun.  It SHOULD suck, but not be something to wear as a badge: &#8216;I&#8217;ve lost every character I&#8217;ve ever made before they reached 4th level, that&#8217;s why I don&#8217;t bother naming them.  It was a real hoot.&#8217;-sort of stuff (often said by lightly-toasted guys after a tough work week.</p>
<p>* Next, come up with reasons why kidnapping and slavery are part of a monster&#8217;s shtick.  Stuck in a cage for fattening up; thrown into an oubliette that actually does have a hidden exit tunnelled out by former occupants; kind-hearted monster children who want a human pet; etc.<br />
&#8211;Dying in RPGs will not really prepare children for Real Lifesorrows, it just hardens them, turns them off, and drives them to videogames or TV.</p>
<p>* Next, address the same mechanic on their part.  Killing attacks are reserved for helpless victims (tied-up, unconscious, Held, etc.).  Dropping a critter&#8217;s HP to 0 is enough to make __stealing its stuff__ possible.  Dropping them into the negatives ought to teach them a lesson so that they don&#8217;t come back (right away) to bother human/demi-human settlements.</p>
<p>* When your family is ready for the &#8216;real stuff&#8217; (not -realistic- at all, BTW), then let them ask you for the game to be taken to the next level.</p>
<p>Just my two-bits from a Psychology, High Risk Armed Security, Gaming, and Parenting background.<br />
&#8211;YMMV, of course</p>
<p>Best,<br />
-Kyrinn</p>
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		<title>By: Meepo</title>
		<link>http://www.lordkilgore.com/got-in-some-serious-gaming-over-the-weekend/comment-page-1#comment-1398</link>
		<dc:creator>Meepo</dc:creator>
		<pubDate>Mon, 01 Mar 2010 18:54:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.lordkilgore.com/?p=1802#comment-1398</guid>
		<description>Perhaps a HP kicker might be in order? 

It may make some of us fogeys cringe (we&#039;ll get over it!) but you could always take the 4E way and have your 1st level characters add their Constitution score to their HP total.  That should allow quite a bit more damage soaking and would work well with your heavier daily healing from rest.</description>
		<content:encoded><![CDATA[<p>Perhaps a HP kicker might be in order? </p>
<p>It may make some of us fogeys cringe (we&#8217;ll get over it!) but you could always take the 4E way and have your 1st level characters add their Constitution score to their HP total.  That should allow quite a bit more damage soaking and would work well with your heavier daily healing from rest.</p>
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		<title>By: Badmike</title>
		<link>http://www.lordkilgore.com/got-in-some-serious-gaming-over-the-weekend/comment-page-1#comment-1399</link>
		<dc:creator>Badmike</dc:creator>
		<pubDate>Mon, 01 Mar 2010 18:30:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.lordkilgore.com/?p=1802#comment-1399</guid>
		<description>Well the jungle should be deadly, perhaps even deadlier than a &quot;regular&quot; campaign. But you are right it&#039;s not much fun when you are continually rolling up new characters. It seems to me you need more &quot;cannon fodder&quot;.  For every PC, I would include one NPC, particularly fighter types or clerics (for their healing abilities).  One of the battles I ran at the beginning of my campaign, I gave all the players a native warrior to run in addition to their character...with the inducement if they survived, they would become loyal followers of the PCs. Well 3 out of 4 of the NPCs died in the battle that followed! Good thing I included them or it would have undoubtedly been a TPK.</description>
		<content:encoded><![CDATA[<p>Well the jungle should be deadly, perhaps even deadlier than a &#8220;regular&#8221; campaign. But you are right it&#8217;s not much fun when you are continually rolling up new characters. It seems to me you need more &#8220;cannon fodder&#8221;.  For every PC, I would include one NPC, particularly fighter types or clerics (for their healing abilities).  One of the battles I ran at the beginning of my campaign, I gave all the players a native warrior to run in addition to their character&#8230;with the inducement if they survived, they would become loyal followers of the PCs. Well 3 out of 4 of the NPCs died in the battle that followed! Good thing I included them or it would have undoubtedly been a TPK.</p>
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