iserith
Magic Wordsmith
The world of the game, the PCs in it, and their deaths are all an illusion.
This is becoming tedious. Was my statement about PC death not clear to you?
The world of the game, the PCs in it, and their deaths are all an illusion.
Try being a main-cast character with a deathwish. That'd get really tedious.This is becoming tedious.
It didn't seem too unclear: You want to apply a standard (death is final, 'deadly danger' necessarily means an established statistical probability of death that applies equally to anyone exposed to said danger) to figments of imagination, that are intended to evoke other figments that, persistently, are exposed to imaginary danger of imaginary death without every quite being imagined as dying (at least not without a good dramatic reason), and remaining dead permenantly?Was my statement about PC death not clear to you?
It didn't seem too unclear: You want to apply a standard (death is final, 'deadly danger' necessarily means an established statistical probability of death that applies equally to anyone exposed to said danger) to figments of imagination, that are intended to evoke other figments that, persistently, are exposed to imaginary danger of imaginary death without every quite being imagined as dying (at least not without a good dramatic reason), and remaining dead permenantly?
Actually one bit is unclear: the problem with using redshirt style NPCs to establish a danger as deadly. If the PCs are not supposed to be aware that they are different from the NPCs, then seeing an NPC succumb to such a danger should establish the deadliness of the danger, shouldn't it?
If you want to establish a place or action is deadly, you can have an NPC go through it and die horribly.I don't see how that's relevant.
If you want to establish a place or action is deadly, you can have an NPC go through it and die horribly.
You can have death in the game to establish that deadly danger is deadly, without having to kill off PCs or have TPKs. The party gets away while the Dragon's eating whatshisname... that kinda thing.Okay. I'm for foreshadowing. I'm still not seeing how it is relevant for how the DM handles PC death and TPKs.
I think that the point that is being made is that the players may believe that their characters are under plot protection. A red shirt dying doesn't really fix that. One of the reasons GOT is popular is because the author wasn't afraid to kill characters.If you want to establish a place or action is deadly, you can have an NPC go through it and die horribly.
I don't think you can absolve the DM of all responsibility. I'm not saying that the players are not contributing...not at all. They're making decisions that have led to this point.
I don't think that I'd feel the need to offer information. But I also don't tend to make my players "gather information" like that. Usually, they arrive in a town, and rather then roleplaying each encouner with each NPC, I give them a list of NPCs and some other local details. This all constitutes the level of knowledge that I'd expect new arrivals to simply absorb in town. I don't want to waste time having them interview every NPC to try and find out what answers are dangerous.
I also have never been a fan of being so strict about this stuff. No matter what a DM conveys about the world, he cannot fully replicate actually being there. So I don't want to punish the players because they didn't think of something that their characters absolutely would have.
So I just give them some local info upfront so they can make those informed decisions. Now, the level of info they get will vary from place to place, it's all very dependent on the local situation and their view of outsiders, and all of that kind of stuff.
But even if that info wasn't imparted to them, if they wandered into dangerous territory (the Giant Hills being a name that I think would give them an idea, but hey sometimes players am dumb) then I think I'd give them a bit of a clue. Maybe the first random encounter would be something obviously dangerous, and easily avoided. A Giant and his Dire Bear companion seen from afar....the PCs can avoid it easily enough. If they don't take that as a hint that they've wandered into dangerous territory, then I won't warn them again.
If they engage the Giant and the Bear, then I'll do what I can to impress upon them the dangerous decision they've made. Have the Giant knock a PC out and send him flying...giving the party a chance to grab the downed PC and high tail it. The Giant would likely not feel the need to pursue since all he was doing was defending himself.
It'll obviously vary by encounter and circumstance, but there are always things the DM can do to mitigate the chance of a TPK without totally changing things.
So you agree that the DM can choose to have an encounter or not?
This is just one of the decision points along a series. Ultimately, and I am talking about 5E here if that was not clear, there's virtually no way to have a TPK without the DM making certain decisions along the way. There's very little chance of a one shot kill, except on a crit at very low levels.
So are Arya and Sansa, both on the scene and still alive.....so no TPK.
Well, if the characters are supposed to seem special and set appart, they do and not-dying is just part of that, and if they're not supposed to seem special, they shouldn't differentiate between themselves and the poor NPCs and just feel greatful they didn't die. (And we've been around the GoT example.)I think that the point that is being made is that the players may believe that their characters are under plot protection. A red shirt dying doesn't really fix that. One of the reasons GOT is popular is because the author wasn't afraid to kill characters.
You can have death in the game to establish that deadly danger is deadly, without having to kill off PCs or have TPKs. The party gets away while the Dragon's eating whatshisname... that kinda thing.