
Originally Posted by
Jerod
From my previous post "Is this fair for the narrator to do?" I think I left the wrong impression. I do not intend to "kill" a character intentionally or based on bad dice rolls.
Really no problem. After all I made a lot mistakes as a narrator and most of the points I brought up came from own experiences and dealing with my mistakes.
It also depends on what you actually want.
I have an emphasis on story - meaning drama and tragedy as well as the occassional comic or scientific adventure. Additionally I like to develope characters.
In such a series it becomes difficult to motivate players if their characters die.
Of course you can decide to start a realistic campaign, but the question is - is this worthwile? I mean "real" we have in real life, so maybe "not so real" gets more interesting. 
The problem I am experiencing is my group is of the opinion that I am not going to be put their characters in death type danger situations. That I am going to throw them into situations where they are going to breeze through without any problems. I want to set an example early that this might not always be the case. I want to have situations where they have to work together and use their heads (instead of technobabal or phasers) to get out of situations.
Ever considered to simply tell them that? When you meet the first time for the game and set up the way of conduct to run the game, e.g. who tells what he/ she does, when, etc. You could easily point these things out to them as well. Tell them that those who watched most Trek episodes, meaning knowing most technobabble, wont "win" the game and realiance on technology rather than self-thinking wont help them. Tell them you want to stimulate their brains and that only using it will be rewarded. Tell them that as long as they actually make an intelligent effort, they will get a fair chance to survive an episode - even if they happen to have bad luck concerning dice rolls ( I understood you that way ) but that "stupid" ideas will get them into trouble.
Something like this. Explain them what you expect for the game, what you plan for the campaign, what your goals and ideas are ( not so much contentwise of course
) and of course you could/ should ask them about theirs, just to get the right direction right from the start.
And that way no one can say that they "did not know" about your "policies".
We came in peace, for all mankind - Apollo 11