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Legends & Lore 09/03 - RPG design philosophy
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<blockquote data-quote="Crazy Jerome" data-source="post: 6008328" data-attributes="member: 54877"><p>Players getting upset about non-death stuff in D&D is directly (but not fully) related to how easy it is to come back from the dead in D&D. Let's see which one many players would prefer:</p><ol> <li data-xf-list-type="ol">Your character encounters a rust monster which destroys a key item. Then he has some goblins steal something else. Then a wight drains a couple of levels.</li> <li data-xf-list-type="ol">Your character is hugged by an owlbear and bites it. The party takes you back to town and pays for a raise dead.</li> <li data-xf-list-type="ol">An ankheg eats your character. The party kills it and grabs most of your stuff. You roll up a new character one level behind the party, which now has extra equipment which they share with you.</li> </ol><p>The exact consequences vary by system and group style, but it is not uncommon for a player to be in a group where losing your character is not the worst thing that can happen to you, even looking at it from pure gamist, pawn-stance, hack and slash.</p><p> </p><p>Want to make running away and negotiation matter, make death hurt, but use it very sparingly. It's kind of a chicken and egg problem, in that until you get the conditions right, the players won't respond to them, but until they start responding (running away when warranted), it's hard to get the conditions right.</p><p> </p><p>Me, I merely tell the players what the general conditions are (or work them out as a group, if they are interested), and then ruthlessly enforce them as stated. I can't say it's flawless, but it's worked well enough for me every time I've done it.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 6008328, member: 54877"] Players getting upset about non-death stuff in D&D is directly (but not fully) related to how easy it is to come back from the dead in D&D. Let's see which one many players would prefer: [LIST=1] [*]Your character encounters a rust monster which destroys a key item. Then he has some goblins steal something else. Then a wight drains a couple of levels. [*]Your character is hugged by an owlbear and bites it. The party takes you back to town and pays for a raise dead. [*]An ankheg eats your character. The party kills it and grabs most of your stuff. You roll up a new character one level behind the party, which now has extra equipment which they share with you. [/LIST]The exact consequences vary by system and group style, but it is not uncommon for a player to be in a group where losing your character is not the worst thing that can happen to you, even looking at it from pure gamist, pawn-stance, hack and slash. Want to make running away and negotiation matter, make death hurt, but use it very sparingly. It's kind of a chicken and egg problem, in that until you get the conditions right, the players won't respond to them, but until they start responding (running away when warranted), it's hard to get the conditions right. Me, I merely tell the players what the general conditions are (or work them out as a group, if they are interested), and then ruthlessly enforce them as stated. I can't say it's flawless, but it's worked well enough for me every time I've done it. [/QUOTE]
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