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Dungeons & Dra.. What's a DM to Do? Setting Expections: Before the campaign, and...
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Switch to Forum Live View Setting Expections: Before the campaign, and after issues arise
8 months ago  ::  Nov 04, 2012 - 8:54AM #11
Centauri
Date Joined: Jul 21, 2004
Posts: 10,006

Nov 4, 2012 -- 8:38AM, MalakLightfoot wrote:

Nov 4, 2012 -- 8:21AM, Yokel wrote:

I think if you take away death as a challenge to the charactres there is no chalenge left in the game. Yes?



Defeat is defeat. Sometimes that means death, sometimes not. The problem with death is that death is final. I would prefer to give a character a chance to die heroically on their own terms as the end to their life story, rather than have their death rest solely on the roll of the dice.

Death is not the only consequence of failure. Consider that for a while.


And not just capture or retreat, either, which is what people often seem to think is meant by "failure other than death." One key to it is for the monsters to have goals that, while they're probably not healthy for the PCs in the long term, don't require killing the PCs: destroy a target, capture a target, reach a location, perform ritual, etc.

[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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8 months ago  ::  Nov 04, 2012 - 8:56AM #12
Krusk
Date Joined: Nov 30, 2005
Posts: 4,948

Nov 4, 2012 -- 8:21AM, Yokel wrote:

I think if you take away death as a challenge to the charactres there is no chalenge left in the game. Yes?




No. Pick your favorite TV show. How often do the characters fail? How often do they die? Probably something along the lines of Often, and Rarely. 

A show that constantly kills characters only to have them ressurected, gets made fun of pretty hard for it. Once that starts happening, you can generally tell a show is going down hill.

5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas.
http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
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8 months ago  ::  Nov 04, 2012 - 10:01AM #13
Emirikol
Date Joined: Mar 16, 2001
Posts: 160
What's still out there for long-term consequences for characters anyways?  I'm just coming back to the D&D game after a hiatus.  We've been playing WFRP where you've got:  mutations, corruption, permanent insanities, madness, permanent injuries (including the prosthetics to fix them), death (of course), disease, garish scars, noble reputation, etc.

When I got back to D&D,  I don't really have those kinds of opportunities to "frighten" a character.  Heck, even level-loss is gone (not that anyone really "liked" that anyways as it didn't really make for a good roleplaying opportunity.

Anyways, when a player isn't ready for the fact that a character can die in a heroic roleplaying game or suffer other consequences, and then steps into a game where it actually happens (like mine), they tend to freak out very very badly  

jh
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8 months ago  ::  Nov 04, 2012 - 10:09AM #14
MalakLightfoot
Date Joined: Sep 19, 2007
Posts: 2,216

Nov 4, 2012 -- 10:01AM, Emirikol wrote:

What's still out there for long-term consequences for characters anyways?  I'm just coming back to the D&D game after a hiatus.  We've been playing WFRP where you've got:  mutations, corruption, permanent insanities, madness, permanent injuries (including the prosthetics to fix them), death (of course), disease, garish scars, noble reputation, etc.




These kinds of things tend to hijack a character. Whatever development was in store for the character gets dereailed while the player tries to rid themselves of whatever ailment they were just shackled with. If that ailment also comes with a crippling disability (and no compensating advantage), the player would usually rather just retire the character than continue to play it.

When I got back to D&D,  I don't really have those kinds of opportunities to "frighten" a character.  Heck, even level-loss is gone (not that anyone really "liked" that anyways as it didn't really make for a good roleplaying opportunity.




That's because they are two different styles of roleplaying. WHFRP is "grim and gritty" where D&D is usually "heroic fantasy." Any permanent disabilities are going to be homebrewed, and not found anywhere in the rules. As such, you are going to have to be upfront about these rules. Don't be surprised if some of your players push back against these things. If you stand firm, expect some of those players to walk.

Anyways, when a player isn't ready for the fact that a character can die in a heroic roleplaying game or suffer other consequences, and then steps into a game where it actually happens (like mine), they tend to freak out very very badly  




Exactly. If you want to avoid this, session zero is an absolute necessity. The players who remain after session zero will be better prepared for for it.

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8 months ago  ::  Nov 04, 2012 - 11:45AM #15
YagamiFire
Date Joined: Oct 5, 2012
Posts: 1,893

Nov 4, 2012 -- 8:21AM, Yokel wrote:

I think if you take away death as a challenge to the charactres there is no chalenge left in the game. Yes?




I would definitely agree that it removes a large portion of the games mechanical challenge as most of those mechanics are designed to mitigate & prevent death.

Whether that is a good or bad thing is neither here nor there because it is a subjective thing so there is no right answer.

I'm on a journey of enlightenment, learning and self-improvement. A journey towards mastery. A journey that will never end.

If you challenge me, prepare to be challenged.  If you have something to offer as a fellow student, I will accept it. If you call yourself a master, prepare to be humbled. If you seek me, look to the path. I will be traveling it. #SuperDungeonMasterIITurbo

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8 months ago  ::  Nov 04, 2012 - 11:50AM #16
YagamiFire
Date Joined: Oct 5, 2012
Posts: 1,893

Nov 4, 2012 -- 10:01AM, Emirikol wrote:

What's still out there for long-term consequences for characters anyways?  I'm just coming back to the D&D game after a hiatus.  We've been playing WFRP where you've got:  mutations, corruption, permanent insanities, madness, permanent injuries (including the prosthetics to fix them), death (of course), disease, garish scars, noble reputation, etc.

When I got back to D&D,  I don't really have those kinds of opportunities to "frighten" a character.  Heck, even level-loss is gone (not that anyone really "liked" that anyways as it didn't really make for a good roleplaying opportunity.

Anyways, when a player isn't ready for the fact that a character can die in a heroic roleplaying game or suffer other consequences, and then steps into a game where it actually happens (like mine), they tend to freak out very very badly  

jh




Long-term consequences can also take the form of in-world consequences like making enemies, breaking alliances, etc.

That's because they are two different styles of roleplaying. WHFRP is "grim and gritty" where D&D is usually "heroic fantasy."




Can't agree with this. Roleplaying is a spectrum phenomenon, not something that can be definitively broken down into "styles"...especially only two.

Exactly. If you want to avoid this, session zero is an absolute necessity. The players who remain after session zero will be better prepared for for it.




This right here is spot on.

I'm on a journey of enlightenment, learning and self-improvement. A journey towards mastery. A journey that will never end.

If you challenge me, prepare to be challenged.  If you have something to offer as a fellow student, I will accept it. If you call yourself a master, prepare to be humbled. If you seek me, look to the path. I will be traveling it. #SuperDungeonMasterIITurbo

My blog and stuff http://dmingtowin.blogspot.com/
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8 months ago  ::  Nov 04, 2012 - 1:49PM #17
MalakLightfoot
Date Joined: Sep 19, 2007
Posts: 2,216

Nov 4, 2012 -- 11:50AM, YagamiFire wrote:



That's because they are two different styles of roleplaying. WHFRP is "grim and gritty" where D&D is usually "heroic fantasy."




Can't agree with this. Roleplaying is a spectrum phenomenon, not something that can be definitively broken down into "styles"...especially only two.




Never said there were only two styles. These are two points along a line (or, maybe two spokes on a wheel), neither one at the extremes.

The primary conceits of each game support a different style of campaign. The high lethality and darker themes of WFRP favor a gim and gritty campaign. The abundant resources avaiable to characters, as well as the idea that characters are fully fledged adventurers from level one (skipping the "country bumpkin phase" and putting that in the characters' background) of 4E supports heroic fantasy roleplaying. That isn't to say that you can't do heroic fantasy in WFRP or tweak some things to allow 4E to be grim and gritty.

A player who signs on for a grim and gritty campaign has different expectations than one who signs on for a heroic fantasy campaign. The same player could even enjoy both styles, but be blindsided when a campaign that started one way suddenly turns to the other

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8 months ago  ::  Nov 05, 2012 - 1:20AM #18
Madfox11
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Date Joined: Dec 2, 2005
Posts: 4,449

Nov 3, 2012 -- 6:13PM, YagamiFire wrote:

Kerapalli's suggestion is good. It's what I do. I have games start at a specific time and before that chaos can reign. After that time though, it's game time. Having a set time puts peoples brains into game mode once that time comes up.


While good advice, be careful in making it too official if you have players like some in my group. They are the type of players that I tell we start at 7:30 pm so that we are all there at 8 pm

Still, I do usually use some of my beginning time for discussions about RL which definitely limits it later on. Mind you, sometimes people are not really in the mood for an intense RP session and just want to roll some dice and discuss RL in which case there is little you can do about it. If it happens too often, it can be an identication that the players want something else from the game than they are getting and it is time to have that session 0. Note that I personally have that session a couple times (probably 2 per year, more when I note problems) during the campaign and not just at the start. Things change, and sometimes it helps to discuss stuff especially in campaigns that last for years.

As for lethality, that is all a matter of perspective and gaming style. D&D is best suited for heroic fantasy, meaning death is rare, there are no gruesome consequence (no maiming, no taint, no sanity) and the PCs tend to be victorious more often than not. It is also what most players will expect when they sit down to play a game. Of course, you can change your game relatively easy to cover other story styles relatively easy, but that is definitely something you need to discuss with your players beforehand.


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8 months ago  ::  Nov 05, 2012 - 9:04AM #19
Onikani
Date Joined: Oct 2, 2006
Posts: 456
You absolutely can't compare death in tv/movies to death in dnd.

Very typically, tv/movies are modeled closely enough to the real world that if you die it's a pretty permanent thing. In dnd, the rules vary by edition, but after level 9 or so, death is an inconvenience, not the end. 
FWIW [4e designer] baseline assumption was that roughly 70% of your feats would be put towards combat effectiveness, parties would coordinate, and strikers would do 20/40/60 at-will damage+novas. If your party isn't doing that... well, you are below baseline, so yes, you need to optimize slightly to meet baseline.
-Alcestis
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8 months ago  ::  Nov 05, 2012 - 9:18AM #20
Centauri
Date Joined: Jul 21, 2004
Posts: 10,006

Nov 5, 2012 -- 9:04AM, Onikani wrote:

You absolutely can't compare death in tv/movies to death in dnd.


You absolutely can.

Nov 5, 2012 -- 9:04AM, Onikani wrote:

Very typically, tv/movies are modeled closely enough to the real world that if you die it's a pretty permanent thing. In dnd, the rules vary by edition, but after level 9 or so, death is an inconvenience, not the end.


Sure, unless the players or DM find that to "cheapen" death. Removing or limiting access to Raise Dead is one of the most common house rules. And, as you say it's an inconvenience only after 9th level. I have to wonder how many people tend to play at 9th level.

Yes, death in TV and movies is a pretty permanent thing, but that's exactly why TVs and movies avoid it. Their needs are similar to those of a D&D table, in that it would be somewhat impactful to their show either to have their main characters die permanent deaths at inopportune times, or have them die trivial deaths. Not every show does this well all the time, and somes shows walk that line so much that they regularly cross into "Oh, come on" territory (by over use of deus ex machina or by killing only minor characters), but in lots of shows death for the characters is never really on the table due to real-world considerations like contracts, yet they still lose against their antagonists and the show is still tense.

So, a DM who has any qualms about killing characters of with the players overcoming setbacks with a single ritual, can look to shows and stories for ways to challenge them in real ways, without needing to kill them. Heck, even with a scroll, Raise Dead takes 12 hours to cast, and leaves the target with penalties, so if time is a factor in the larger challenge, or the party needs to be at peak ability to have a good chance of success, death might be much more than an inconvenience.

[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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