Dave wrote:
>And I don't think you usually get a chance to choose whether to be part of
>a DI.
I play that each person can decide whether to accept or resist the effects of a DI made for them. This adds MGF for me. For example, you have a party of various people, including a Sword of Humakt, fighting a few undead, then the Vivamort legions arrive ... DI! But, a devout Humakti won't leave -- death to all undead! So a DI by the party would mean almost certain death for the Sword. Maybe the party won't care, but maybe the Sword represented a major part of their firepower, or maybe s/he's a friend, or maybe the player would be pissed. And if you've any devout Orlanthi in the party, he or she would be a coward to flee while leaving someone else behind -- lose Valorous points ...
So, by allowing characters to resist a DI, a GM can create situations from which the players really want to DI away, but the characters all remain steadfast. And so the situation is played out instead of merely avoided. Maybe the Vivamort legions are an illusion ...
Michael
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