Raven Crowking
First Post
Interesting post, Reynard!
Die roll. No question. The polyhedrals are the defining element of an RPG (even if they're calculated by a computer). EGG sought out and collected random-result generators specifically to take the DM out of the decision loop.Purely in the interest of generating discussion: which of the two methods of conflict resolution (dice rolling or role playing) do you feel is the more inherently RPG solution?
Couldn't agree more. See my sig. The DM who wants to "tell a story" should write a novel. Telling a story is not what D&D is for. D&D is a game that has multiple participants while a story-telling situation is by its nature a one-way medium.I ... tend to see "story" as an outcome, rather than an intent, of D&D play
Again, I couldn't agree more. To add my two cents though, I want to stress that keeping the die result is very important to avoid the death-spiral of PC vs. DM competitive gaming.I won't say I *never* fudge, but I try not to. If it comes down to rolling dice -- expecially as DM calling for dice rolls or purposefully designing situations in which dice rolls are necessary -- then the results of those rolls whould be kept. You're never required to call for roll to have the PCs accomplish something; you've got narrative control over the siuation. If you are calling for a roll, it suggests there is a possibility of -- and therefore consequence to -- failure on the part of the PCs. If the DM is motivated to fudge the results or sonsequences of such a roll, he or she shouldn't have asked for the roll in the first place.
This is precisely the kind of uncertainty that exists in my campaigns. Loss is certainly possible, so there are consequences for failure, but death is more-or-less off the table.There's also the limited uncertainity. So, a fight may be fully uncertain for the players, but they might know that their characters won't die - even if the exact consequences of a lost fight are unknown and reach from captivity to the loss of countries.
Let me ask you this: how much "true tension" exists in a game where, upon the death of your character, you immediately come back as another character on or around the same level of power?Without the "true tension" it provides, my players wouldn't find the events and challenges of the game nearly as rewarding.
Purely in the interest of generating discussion: which of the two methods of conflict resolution (dice rolling or role playing) do you feel is the more inherently RPG solution?
I have been gifted, I suppose, with a group of players who tend to become intimately invested in their characters. The majority of them focus on the development and personal growth and emotional experiences they share with their characters over any statistics on the page. They watch them learn and change with the organic nature of the game, focus on the things that drive them, what they desire or fear... And, upon occasion, they watch them fall before their enemies.Let me ask you this: how much "true tension" exists in a game where, upon the death of your character, you immediately come back as another character on or around the same level of power?
Note that I'm not disagreeing with the notion that the possibility of PC death can ramp up tension. I'm merely suggesting that it's a little more complex that "PC death = more tension". There's also the question of player investment in their PC, which is a critical part of creating tension.
I clearly support a gaming style which allows for the risk of character death, but a fair share of the challenges presented in my games are certainly not life-or-death scenarios, but are no less tragic for the loss. Of course, my games frequently include elements of political intrigue, power struggles, religious agendas, a criminal underworld, diplomacy, betrayal, personal sacrifice, epic quests, protecting and/or saving the lives of others, laying one's life on the line, fighting for a cause, dark goings-on, responsibility for one's actions, love and hate and everything that goes with it, trying to make the world/city/town/slum a better place, etcetera...I feel there's too much fixation on "if the lives are not on the line there is not risk", even though many players continue the same story, just with new characters, sometimes even after a TPK.