Vyvyan Basterd
Adventurer
[t]he dm has a reasonable expectation of being allowed to create what he thinks is a good story (even with cliches) without the players inisisting that he must conform to the rules.
qft
[t]he dm has a reasonable expectation of being allowed to create what he thinks is a good story (even with cliches) without the players inisisting that he must conform to the rules.
So, you enjoy letting the rules dictate the story?
To which all of my players over the past 28 years would reply: "Great! Can we get on with the game now?" It'd be win-win.
So, you enjoy letting the rules dictate the story? To each their own style, of course.
This attitude I don't understand.
Why shouldn't the players just tell the DM to "get over himself". It is a game.
Saying that "it's drama" is so meaningless as to be a non-statement. If the players heal the dying NPC, that's also drama. Saving the life of a dying NPC at the last moment is also a dramatic trope. Why does the DM get to sole authority to decide which trope will be used and when? Who is really the one "full of themselves" at this point? Is it really the PC who says, "I cast cure light wounds?" or the DM who says, "No, you can't do that because it would derail my story?" Who is really acting like a jerk here, the guy who says, "I cast cure moderate wounds to save the NPC's life", or the guy who says, "Well, if you do that you can all just go home, because I refuse to play any more."
I'm a big advocate for using the tool suited to the job at hand. Just like I don't hammer screws into a wall, I pick a RPG system that supports the genre I wish to explore. Then I design situations that the system supports well -- why fight the game if the game was chosen purposefully? It is likely that if I'm fighting the game system, I am fighting the tropes and expectations of the genre (or the game was a poor choice as it doesn't cover the chosen genre well but that's what house ruling is for).
Go along with the story and stop trying to "win" (which is what I'd consider someone who argued with me over this one point this one time.)
Yoink! Consider this stolen. What a great, flavorful idea.In Harlond, one of my main nations, if you are killed and resurrected you are legally considered to be a different person. If you possessions and titles are transfered to your heirs (or lacking heirs, the state!), you can't claim them back nor are you considered to have title to them. In fact, the only things considered to be yours is the stuff that was buried with you. So make sure you are buried with a purse.
at higher level, when the situation arises again, the PCs get to revel in the fact that they are not powerless to save this man.
while 75% of the users here might be willing play something other than D&D because of better rules. 75% of all the D&D players don't want to play another ruleset. And they still want what they want out of D&D.
And yes, my stats are made up. but the point is still true.
Perhaps the real point of the "last words" situation is that it is a cliche that isn't supposed to be used all the time, and isn't supposed to work all the time. At low level, you get to use it a couple to its planned effect. at higher level, when the situation arises again, the PCs get to revel in the fact that they are not powerless to save this man.