Luceilia
Explorer
This relatively checks out, but I'm a bit conflicted.AD&D Player's Handbook, c1978.
"so challenging... A good Dungeon Master will most certainly make each game a surpassing challenge for his or her players. Treasure and experience gained must be taken at great risk or by means of utmost cleverness only. If the game is not challenging, if advancement is too speedy, then it becomes staid and boring."
It's talking about how advancement shouldn't be allowed too quickly, as in the GM can't be allowing too much loot too quickly to blitz the PCs through the character levels. It doesn't seem to be specifically emphasizing danger but moreso pacing.
That being said, it makes sense a wargame adaptation with character avatars would be built on a culture of throwing game pieces to the hands of fate.
Dangerous perils are relative. Anything that can kill you is a dangerous peril, even if you're far more likely to overcome it. But this is still old school, so you're probably right.Moldvay Basic, c1981. heroes venture out on dangerous quests in search of fame and fortune. Characters gain experience by overcoming perils and recovering treasures. As characters gain experience, they grow in power and ability."
I don't see high risk anywhere in this. Risk yes, but there's zero quantifiers here.Sometimes an adventurer might come to a grisly end, torn apart by ferocious monsters or done in by a nefarious villain. Even so, the other adventurers can search for powerful magic to revive their fallen comrade, or the player might choose to create a new character to carry on. The group might fail to complete an adventure successfully, but if everyone had a good time and created a memorable story, they all win."
Certainly for older editions at least but I have to ask... How does one successfully immerse themselves in such an environment?So, yes, the spirit of D&D is high risk, high reward fantasy action-adventure, risking life and limb, etc.
I've played two somewhat similar campaigns (3rd edition with older with self ascribed AD&D GMs) and got two different miserable experiences.
In one, the GM was a master of the 'balancing encounters and probably secretly fudging the dice' style, bringing us to the brink of death time and time again. I got literal stress sickness from that campaign, from dreading the next combat and whether or not I would die, or worse be captured by some foul beast with vile intent. I kept coming because my character had a great relationship with the other characters (and the group was cool too) and was determined to see through the quest, but the kiss of death- albeit painful- was sweet relief from my suffering.
The other was a bit of a meatgrinder, mild by Old School standards but somebody was dying about once or twice a level. Watching my friends all die infront of me, powerless to stop it. Suffering the cold and clammy claws of death and having to try to resonate with another character... By my third character I was completely deadened, numb and bored out of my mind because I had no connection to anything. All I had was a video game character I was trying to get to survive, but all I could see for this detached and meaningless character was death and despair.
Do you want to die? Do you want to watch your friends die?In your post above you noted that you wanted no more than a 2% chance of character death until easy access to resurrection becomes available. Respectfully, that sounds like you don't want risk. You want your character to survive. Period.
There needs to be an element of risk, a possibility of death but I want it low.
If I wanted that experience I would play a horror game as a one shot.
Close. I want enough risk to add a little spice, but low enough any death will be RARE and meaningful.Right. You don't want risk. That's a perfectly valid way to play. It is, however, the opposite of what I want out of gaming.
Nothing wrong with your style of course, but yeah I think I would probably be unhappy at your table for more than a session or two based on this conversation....
I don't understand how you can think that having less than a 90% chance to win is "bad" odds. It's so high there's no point rolling dice. You just win.
Ok, WHAT?
A 10% chance of failure is huge!
Statistically if you roll a d10 ten times you're going to fail.
Who in the world would accept those odds? 10% chance for a vehicle failure. 10% chance of severe medicine side effects, 10% chance of prison? Those are horrible odds.
Conversely, I would walk away from any game that didn't involve risk. Nor would I run games for players who were that risk averse. It takes all kinds. Glad you have fun playing your way. It's definitely not for me though.
It does indeed take all kinds. Thank you for your time indulging me here <3
EDIT: fixed formatting
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