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Dungeons & Dra.. What's a DM to Do? "A good time for a PC to die is whenever s/he...
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Switch to Forum Live View "A good time for a PC to die is whenever s/he runs out of hit points."
7 months ago  ::  Dec 16, 2012 - 11:26AM #21
mestewart3
Date Joined: Feb 17, 2010
Posts: 686
I think this question depends greatly on what you want out of the game.

Are you looking for a simulation of living in a dangerous fantasy world?  Then you probably want random death.  The world kills people, that isn't any real suprise, just don't name your character right away. 

Area you looking for a series of hard fights, tricky traps and deadly puzzles that culminate in you finding treasure? Then death is probably the one thing making the game interesting, the chance of failure is important.

Are you looking to craft an epic high fantasy story?  Do you care more about narrative then realism? Then random death kinda sucks. Your characters have goals and histories, and characters should die when their either good an ready or when they can do something epic and worth dying over.
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7 months ago  ::  Dec 16, 2012 - 11:50AM #22
erachima
Date Joined: Sep 4, 2010
Posts: 7,679

Dec 16, 2012 -- 2:15AM, StevenJones wrote:

Dec 16, 2012 -- 12:44AM, erachima wrote:

The question is when it is appropriate for people to run out of hit points, and the answer is "rather uncommonly."



Yes, it's rare that a party should "run out of HPs" if the DM follows the guidelines for encounter building as per the DMG. But I respectfully disagree, both personally and mechanically, that this is the question that needs answering. Let me explain --

Personally, as noted in another post, a game devoid of PC death lacks a significant aspect of emotional involvement and experience. If the player knows *ultimate* failure is NOT an option the DM is willing to consider with any kind of regularity, then the game lacks any real penalty for completing a quest. Adventurers can fall into a pattern of "yeah, that sucks, now it's gonna take longer, but we'll still accomplish x" anytime they fail. Somewhere along the line, a party has to realize, "wow, we aren't going to accomplish x, ever."


Mechanically, the game's main (if not sole) representation of chance are the dice. They oppose the PCs power increase over time and are an invaluable constant throughout a campaign. Even if a DM is unwilling to put the PCs in situations where death is very real possibility, s/he has a responsibility to allow the dice to represent the chance for death to occur.



Here's something else to consider, the game contains an entire section on PC death; if the game wasn't designed to have PCs die [regularly], then why is it addressed at all?




You just used 250 words to say virtually nothing.

In fact, that's the problem with this entire thread: you're being completely inarticulate. If you were actually phrasing your positions coherently, I'd wager we barely disagree, but you're really not doing so. This leaves the rest of us with little choice but to either project opinions into your writing and then argue against those or just not pay attention to the thread.

So, work on that.

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7 months ago  ::  Dec 16, 2012 - 3:15PM #23
StevenJones
Date Joined: Nov 2, 2006
Posts: 172

Dec 16, 2012 -- 11:50AM, erachima wrote:

You just used 250 words to say virtually nothing.

In fact, that's the problem with this entire thread: you're being completely inarticulate. If you were actually phrasing your positions coherently, I'd wager we barely disagree, but you're really not doing so. This leaves the rest of us with little choice but to either project opinions into your writing and then argue against those or just not pay attention to the thread.

So, work on that.




Ooo, getting personal. Instead of beig unproductive, you could drop out of the thread.

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7 months ago  ::  Dec 16, 2012 - 3:19PM #24
StevenJones
Date Joined: Nov 2, 2006
Posts: 172

Dec 16, 2012 -- 11:26AM, mestewart3 wrote:

I think this question depends greatly on what you want out of the game.




I think this is key. Different strokes and all that. 

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7 months ago  ::  Dec 16, 2012 - 4:31PM #25
erachima
Date Joined: Sep 4, 2010
Posts: 7,679

Dec 16, 2012 -- 3:15PM, StevenJones wrote:

Dec 16, 2012 -- 11:50AM, erachima wrote:

You just used 250 words to say virtually nothing.

In fact, that's the problem with this entire thread: you're being completely inarticulate. If you were actually phrasing your positions coherently, I'd wager we barely disagree, but you're really not doing so. This leaves the rest of us with little choice but to either project opinions into your writing and then argue against those or just not pay attention to the thread.

So, work on that.




Ooo, getting personal.




The only one getting personal here is you, since you're interpreting constructive and conciliatory criticism as a personal attack.

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7 months ago  ::  Dec 16, 2012 - 5:04PM #26
chaosfang
Date Joined: May 1, 2009
Posts: 5,052

Dec 16, 2012 -- 8:56AM, StevenJones wrote:

Dec 16, 2012 -- 4:36AM, chaosfang wrote:

I have a different take on the matter: A good time for a PC to die is when that death matters.




I see the value of this, I really, really do. Do you see any value in unabashed cold, hard death? I see several benefits of PC death. 



Only if the group is perfectly fine with "unabashed cold, hard death".

Personally I would only be fine with said type of death if, and only if, death does not mean end of character (or even worse, end of participation). If I get to undergo a separate adventure, or participate in the adventures as a spirit, it'll be an interesting perspective.  If the system as a whole wholeheartedly encourages players to make and run multiple characters with shallow backgrounds PLUS encourages me to risk reckless behavior resulting in death (as in zero "real" investment, see: Ars Magica's Grog class), then all the more I would be fine with "unabashed cold, hard death", because at least I'm playing the game as intended, and I wouldn't feel that I'm actually playing *my* character (just some nameless, insignificant red shirt, or at worst clone # XXXXX).

But if I invest a lot of effort in creating my character (both mechanically and story-wise), then I'm forced to retire that character in a meaningless way for a forgettable cause, I think I have the right to complain and question the infalliability of the DM, and probably not play with said DM anymore.  If My PC is to die prematurely, let them dictate how they're going to die.  It's a fantasy game after all, not real life.

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Oct 3, 2009 -- 12:36AM, MrCelsius wrote:


If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.



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This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery.

What I hope to be my most useful contributions to the D&D Community: DM Idea: Collaborative Mapping, Classless 4E (homebrew system, that hopefully helps in D&D Next development), Gamma World 7E random character generator (by yours truly), and the Concept of Perfect Imbalance (for D&D Next and other TRPGs in development)

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7 months ago  ::  Dec 17, 2012 - 7:30AM #27
YagamiFire
Date Joined: Oct 5, 2012
Posts: 1,898

Dec 16, 2012 -- 9:04AM, Man_in_the_Funny_Hat wrote:

..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />Instead, the game designers only approach has been to simply make it harder to kill a PC at all, much less permanently.  Oh, and the "rules" for resurrection should be different for NPC's and PC's for obvious reasons of setting design.




Which is why their game design has been fairly bad in that regard. It is attempting to make something foolproof when fool-technology is always advancing. You can't create proof against a fool.

Instead, your only real option is to remove death all-together if one does not want it as an outcome. This, however, is to ignore fail conditions in a game. Since the structure of D&D revolves around the games point of character advancement, the only true full fail condition is the removal of that character from the possibility of advancement (IE death). Removing it is the equivalent of putting godmode on Doom...a large part of the games challenge has been removed and its difficulty has been reduced to navigation and little more.

In the end, it makes for a less compelling product because people want to be challenged. Also, by removing a failure condition like that, it diminishes the accomplishments one makes because the challenge is ephemeral.

The game requires better game design and better thought put into it, especially in regards to what will actually have traction with gamers. "Nothing worth doing is easy".

All of my players fear death...they welcome that fear. They've told me as such. It makes what they do in-game worth it because there is weight to their decisions. I also wisely accomodate the possibility of death with a combination of in-game and metagame design decisions so as to avoid the classic pitfalls of "Dead PC syndrome"...none of it has to do with removing the real threat of death, though. In fact, we played a session last night and last Thursday...last Thursday the paladin literally came 2 HP away from being kaput.

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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7 months ago  ::  Dec 17, 2012 - 7:34AM #28
YagamiFire
Date Joined: Oct 5, 2012
Posts: 1,898

Dec 16, 2012 -- 9:23AM, StevenJones wrote:

One thing I think we agree on is that players need to experience real loss in the case of failure. I agree that loss can come in the form of hard-won magic items, wealth, status, etc, but argue that the ultimate loss of character should be as likely a possibilty at higher levels because monsters/quests should go "up in level" similtaneously.




I would say the "up in level" mentality of monsters is flawed on its surface. This does not need to be true. It needs to be dependent on the players. Can they become embroiled in higher level combats against fiercer monsters? Yes absolutely. Should it be necessary? No. Just like everything else, players should be able to mitigate their risk within the confines of the campaign setting. Naturally, this will not be foolproof since life is not foolproof, but it can be done within reason.

On the flipside, if players are playing to achieve and advance, they will seek out greater challenges and so it will become a delicate balancing act for them to seek out dangers that have good rewards for them yet are not beyond their power. This balancing act is great for creating tension & excitement AND it supports player agency as they get to directly control their destiny.

Thankfully for us DMs, players tend to be power & treasure-hungry daredevils so they will seek out "bigger & badder". Allowing them to do so as a goal instead of as a matter of fact is very important.

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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7 months ago  ::  Dec 17, 2012 - 7:40AM #29
YagamiFire
Date Joined: Oct 5, 2012
Posts: 1,898

Dec 16, 2012 -- 4:36AM, chaosfang wrote:

I have a different take on the matter:

A good time for a PC to die is when that death matters.

In detail:
I think everybody would agree that telling your players, "rocks fall, everyone dies!" is almost a sure sign of bad DMing.  However, if the DM would spin the whole thing just right, even that can be spun to his advantage.

I remember reading in one of the threads here that there was this one DM who had his group create characters in great detail.  Then the first encounter began with, "You're all dead," causing a lot of unhappy faces (I do believe one player even snapped his pencil at that).  Then once the anger had subsided, the DM continued the adventure by having all the PCs float around as spirits as they investigated the events behind their characters' deaths (who did it? how did it happen? why were they killed? etc.).  Long story short, that session was a pure stroke of genius.

I also remember reading one post where there was this player who talked with his DM in private, then sessions later the DM instantly killed the player's character, no questions asked.  No attack rolls, no damage, not even save-or-die, just "the helicopter blows up, and crashes on the ground with your buddy Jimmy on it".  The shock on the faces of the rest of the group was priceless and the player didn't end up tearing his character sheet and walking away.

I also recall my own PC's death, along with a few other posts about PCs dying in combat.  There's only one thing that I find common with all of them: all of them died for a purpose.

Part of the negativity on PC death is the assumption that PC death equates to the end of a character's story.  I suppose the Gygaxian approach of "don't name your character until he's level 5" is a huge contributor to this perception, but the point is that groups often fear the death of the PCs not only because of the time and effort invested on the PCs, but more because of the attachment involved with the PCs combined with the detachment involved with PC death.  To be specific: the unwritten assumption that a dead character is forcing your character to retire permanently or until they're raised from the dead.

When people think of deep, engaging stories for their characters, only to see their characters die meaningless deaths, it doesn't matter how they died, the result is the same: frustration, annoyance, rage quits.

This is the very thing behind the hate on save-or-die, "gotcha!" moves, and "rocks fall everyone dies".  Reducing the HP of PCs to zero is still a painful experience but there's one thing about normal combat that makes it much more appealing than SoD or insta-kill: if the PCs are going to go, they won't be taking it lying down.  You'll more likely see PCs:

  • fighting until they drop to 0 HP and a TPK occurs (even if they see how powerful the enemy is)
  • reviving their allies and aiding each other to the best of their effort
  • buying their allies time to escape even at the cost of their own lives

And in general they do their best to be heroic. The tension, the dynamics, the fact that you'll always be giving it your all; all that combined results in an enjoyable encounter even though one or two deaths occur (or even a TPK happens).

Remember, the whole point of TRPGs is that you are able to make stories happen, regardless if it's impromptu, scripted or anywhere in between.  Normal folks don't like having their part in the story end prematurely -- which is what usually happens with surprise deaths -- so if they find themselves in a situation where their character dies, make sure that the said character would've first left a lasting impression to, and a legacy on, everyone.

Finally, the most important thing here is trust.  Its presence is what keeps the group together in spite of TPKs and character deaths and the like, and its absence is what fractures a group even if it's just because of issues that aren't as big as character deaths, whatever those issues may be.




I would say a large part of that mentality is actually looping back from how some DMs have been portraying their role. When a DM portrays their role as that of a story-teller primarily (or entirely) with a narrative for the players, naturally character death will seem both pointless and absurd since the DM is supposed to be engaging the players in a story and to have a "pointless" (I prefer "sudden") death interrupts the story.

Of course, the game is not meant to be a narrative in that manner. Story-telling is a small part of the DMs role with their role as judge, refereee and rules-arbiter being their mandate above & beyond everything else.

When the story belongs to the DM, the players have a "right" to feel betrayed when killed...but when the players are the ones pushing the "story" forward with their actions and goals, death then is merely a reality of their efforts. Instead of something foisted upon them by the DMs "story" it is something that has resulted from their own actions.

Essentially, this is a snowball effect of trying to shift the role to storytelling-first and game-second.

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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7 months ago  ::  Dec 17, 2012 - 7:43AM #30
YagamiFire
Date Joined: Oct 5, 2012
Posts: 1,898

Dec 16, 2012 -- 11:26AM, mestewart3 wrote:

I think this question depends greatly on what you want out of the game.

Are you looking for a simulation of living in a dangerous fantasy world?  Then you probably want random death.  The world kills people, that isn't any real suprise, just don't name your character right away. 

Area you looking for a series of hard fights, tricky traps and deadly puzzles that culminate in you finding treasure? Then death is probably the one thing making the game interesting, the chance of failure is important.

Are you looking to craft an epic high fantasy story?  Do you care more about narrative then realism? Then random death kinda sucks. Your characters have goals and histories, and characters should die when their either good an ready or when they can do something epic and worth dying over.




Your entire premise is flawed.

A DM is not crafting an epic high fantasy story. The players are seeking to achieve greatness. To do something great is to court disaster. Being able to achieve the greatness while avoiding death is true accomplishment. That is what is actually epic.

My players want all three of the things you mentioned. They receive all three. They could potentially die at any time. Only when a game can be lost is it worth seriously playing. Otherwise, it's just practice.

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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