Dear All, I am still very busy but the time away from the game has clarified a few things and I see two major issues with Maladon as things stand: 1) Death is too rare! Why is this a problem? Because a game where PC death is not common loses it's 'edge'. This is not because I'm going easy on you all, it's because of 5e mechanics. I have 'downed' 30+ PCs in the 12 sessions I have run so far, but the only death was when I deliberately killed a character because my NPCs were not in combat and had the leisure to 'coup de grace'. The death saving throw malarkey makes it very unlikely anyone ever actually dies because you have 3-5 rounds of being unconscious before death is a real threat unless my monsters or NPCs start deliberately slaying downed characters. I am not in favor of doing this, because it makes the game feel like DM v Players. It also feels wrong because I don't think it makes good tactical sense if the monsters are still facing active PCs, to waste actions killing unconscious ones. So why don't I just up the CRs I hear you ask; well all that will do is cause more TPKs (total party kills) where everyone dies, because in 5e the way most PCs seem to die is when they are unconscious and there is no-one there to keep them alive or stop the monsters from killing them? I don't like TPKs because everyone in a party is then penalized for perhaps one player being slightly off their game and this does not reward creative play. I am therefore thinking of changing the death rules for Maladon. Here are the options; a) Death saving throws stay as they are AND you also die when your HP reach less than minus your character level; so a first level character dies at -2HP and a third level character dies at -4 HP etc. This means we will have to track negative HP like in previous versions of the game. This will result in many more 'instant kills', particularly at low level. At the moment, the chance of an instant kill in an encounter with a monster whose CR is the same as your character level is virtually zero. b) Only one death saving throw, and if you fail, you are dead. This will make death from unconsciousness very significant and will then mean that PCs will be forced to attend to downed colleagues immediately. This will lead to more deaths and more TPKs as PCs lose vital actions because of having to heal party members. c) both of the above; I think this is too harsh but would change the combat dynamic and make combat much more dangerous. 2) The second big issue is player participation I am unhappy with the levels of player participation. New players are having to wait weeks to get a game, resulting in them just leaving or never even creating a character. In addition, leads cannot be followed up on from one session to the next, because of the fact that sessions are booked up weeks in advance. Now I am not blaming my more active players; I LOVE you guys, as you are what is keeping the game going, but I need to balance your needs with opening the game out to more people for one very good reason; Maladon's endgame starts when the first PC party reaches a certain level. I am not going to reveal when that happens, but it means that the game will end more quickly if I don't control the levelling up process. Feat buys and other stuff are helping, but still.......... I propose to change the session scheduling rules as follows; sessions cannot be scheduled any longer. When I have time for a game, I will announce a slot 48 hours ahead of time. Players then indicate their desire to attend and I create a lottery randomly and the successful players then discuss where they are going and what they want to do. I then prep the session and we run. I am hoping everyone will get 1 session per week. This way, Maladon should last a lot longer and be a bit more satisfying. Anyway; none of this is set in stone. Please post your comments, ideas, reactions and suggestions.