First Watch – August/September 2016

Podcast Episode

James and Kat discuss their fun lives for the past two months including Grumpy Witch, Illimat, and Gencon!

One Response to First Watch – August/September 2016

  1. Tim June 22, 2017 at 3:29 am #

    Hi guys, I’d like to weigh in on your ‘death in games’ argument.
    I feel like the best line i somewhere in between the two of you – especially if, like Kat, you want dealing with death to be a real thing – in this case I think that death of non-mook NPC’s should happen but infrequently. And even plot armour for the PC dialed back a bit during act 3 of a campaign. This means in most cases the characters will be there to help or hinder again in the future of an arc or even a new story, but where it makes narrative sense or when it would be most impactful they can die. This makes their deaths really hit home and reminds everyone that death is a real factor in the game world.
    One example of this was in the final act of episode 2 for a World of Darkness game I was in.
    By this point the party had picked up 3 major NPCs and had 2 of them with us on the way to dealing with the big-bad of that story we’d let something terrible loose. This came to confront us in the moments directly before the final encounter, with a 0% chance of fighting our way through without loosing most of us, we tried to stall it with conversation while one of us desperately worked on an escape plan. We were told that one of us must be sacrificed to be allowed to pass but we thought we’d found a way out. Just as we were escaping, because of an oversight due to the high-tension situation, the 3rd NPC entered the scene and was immediately killed. The moral dilemma of possibly having to choose the sacrifice of a party member (even an NPC) combined with the death that could have been avoided if we’d just been a bit more careful was really heavy and impactful. It drew everyone much deeper into their characters and the narrative and resulted in the final confrontation being resolved non-violently because none of us wanted to lose anyone else.

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