Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Torchbearer 2e - actual play of this AWESOME system! (+)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nytmare" data-source="post: 9168101" data-attributes="member: 55178"><p>With regards to player death, I've also had a few TPKs, and they almost always fall to new players (myself included) having to break themselves out of the idea that RPG problems need to be solved by killing something. Once the players recognize the other buttons and levers available to them, it stops being an issue. Death is present, it's a threat that's always lurking around the corner, but it becomes a risk that a player <em>decides </em>to gamble with, and when it does happen, it's important and meaningful.</p><p></p><p>Convincing... I'm not sure what the best term for it would be, maybe "failure averse players(?)" can be incredibly tough to do with this game. I've run into lots of (I'd argue incredibly pessimistic) people who can not see success at a cost as anything other than the glass being half empty. But at least in my experience, the game isn't about a continuous string of niggling failures and needing to drop money on new tinderboxes every time the party heads into town. Failures are supposed to be <em>interesting</em>. They're the parts of a story that are driving the action forward. "Here's a new problem, how do you solve it?" If you're reading a book or watching a movie these are the moments where the hero needs to fight but breaks their sword, where the soldiers march all night and now they're tired, they scientists stop the crazy guy with a gun but unknowingly put the alien monster in their dog kennel, the moment that the terrorists take over the building and the character runs and hides without managing to put his shoes back on.</p><p></p><p>When my players are attempting to do something, they're only ever going to roll dice if I've come up with an "Oh! Man it sure would be interesting if THIS happens!" moment. "Your tinderbox breaks" is interesting maybe once, and maybe only if the players spent a bunch of time agonizing about making sure that they had enough torches and lamp oil for this trip. Two days underground, guarding the last flames of their guttering torches against the steadily dripping wet suddenly becomes meaningful and interesting.</p></blockquote><p></p>
[QUOTE="Nytmare, post: 9168101, member: 55178"] With regards to player death, I've also had a few TPKs, and they almost always fall to new players (myself included) having to break themselves out of the idea that RPG problems need to be solved by killing something. Once the players recognize the other buttons and levers available to them, it stops being an issue. Death is present, it's a threat that's always lurking around the corner, but it becomes a risk that a player [I]decides [/I]to gamble with, and when it does happen, it's important and meaningful. Convincing... I'm not sure what the best term for it would be, maybe "failure averse players(?)" can be incredibly tough to do with this game. I've run into lots of (I'd argue incredibly pessimistic) people who can not see success at a cost as anything other than the glass being half empty. But at least in my experience, the game isn't about a continuous string of niggling failures and needing to drop money on new tinderboxes every time the party heads into town. Failures are supposed to be [I]interesting[/I]. They're the parts of a story that are driving the action forward. "Here's a new problem, how do you solve it?" If you're reading a book or watching a movie these are the moments where the hero needs to fight but breaks their sword, where the soldiers march all night and now they're tired, they scientists stop the crazy guy with a gun but unknowingly put the alien monster in their dog kennel, the moment that the terrorists take over the building and the character runs and hides without managing to put his shoes back on. When my players are attempting to do something, they're only ever going to roll dice if I've come up with an "Oh! Man it sure would be interesting if THIS happens!" moment. "Your tinderbox breaks" is interesting maybe once, and maybe only if the players spent a bunch of time agonizing about making sure that they had enough torches and lamp oil for this trip. Two days underground, guarding the last flames of their guttering torches against the steadily dripping wet suddenly becomes meaningful and interesting. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Torchbearer 2e - actual play of this AWESOME system! (+)
Top