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Interesting Decisions vs Wish Fulfillment (from Pulsipher)
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<blockquote data-quote="Ruin Explorer" data-source="post: 6345948" data-attributes="member: 18"><p>This is interesting, because, as a DM, I absolutely hate that. The players are my friends, and when they suffer, I feel bad (even if they aren't my friends, as humans, I don't enjoy their suffering). If they do something dumb or nasty and consequences slap them in the face, that's great, or if they're being lazy and assumptive, I don't mind them getting walloped. But if they are genuinely trying, if they are putting their all into it, then I feel nothing but vague guilt and sorrow at them suffering. So I particularly loathe the gambling element of 1/2E, where you could do everything right and still lose easily because the dice disliked you.</p><p></p><p>I mean, I have and will TPK a party who play like morons, or decide to stick with an obviously losing strategy out of stubborn-ness or the like, but I want that to be in part my decision, in part theirs, not really "Whoops that's a lot of natural 20s!", which caused a number of TPKs in my early AD&D days (and lead to me starting to roll behind a screen and fudge).</p><p></p><p></p><p></p><p>I like these terms, but like, I've never seen a party trend really strongly towards one or the other. My experience in 4E is that there's a lot of risk management. Example: party wanted to clear out some cultists from the sewers in a city, because they wanted to use the sewers as an escape route later (it's a long story!). The cultist-clearing wasn't an objective they were hired for or anything. So rather than risk their hides fighting the cultists (despite this being 4E and there being this supposed expectation that all fights are safe/sport, an expectation I guess I must have successfully subverted), they wrangled an elaborate situation which caused the city guard to fight the cultists for them. Extreme risk management! The key player behind this has never played an RPG but 4E, either.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 6345948, member: 18"] This is interesting, because, as a DM, I absolutely hate that. The players are my friends, and when they suffer, I feel bad (even if they aren't my friends, as humans, I don't enjoy their suffering). If they do something dumb or nasty and consequences slap them in the face, that's great, or if they're being lazy and assumptive, I don't mind them getting walloped. But if they are genuinely trying, if they are putting their all into it, then I feel nothing but vague guilt and sorrow at them suffering. So I particularly loathe the gambling element of 1/2E, where you could do everything right and still lose easily because the dice disliked you. I mean, I have and will TPK a party who play like morons, or decide to stick with an obviously losing strategy out of stubborn-ness or the like, but I want that to be in part my decision, in part theirs, not really "Whoops that's a lot of natural 20s!", which caused a number of TPKs in my early AD&D days (and lead to me starting to roll behind a screen and fudge). I like these terms, but like, I've never seen a party trend really strongly towards one or the other. My experience in 4E is that there's a lot of risk management. Example: party wanted to clear out some cultists from the sewers in a city, because they wanted to use the sewers as an escape route later (it's a long story!). The cultist-clearing wasn't an objective they were hired for or anything. So rather than risk their hides fighting the cultists (despite this being 4E and there being this supposed expectation that all fights are safe/sport, an expectation I guess I must have successfully subverted), they wrangled an elaborate situation which caused the city guard to fight the cultists for them. Extreme risk management! The key player behind this has never played an RPG but 4E, either. [/QUOTE]
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Interesting Decisions vs Wish Fulfillment (from Pulsipher)
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