Save or Die: Yea or Nay?

Save or Die


(This response is not directed specifically at you, RavenCrowking.)

No worries! :D

I still think it's worth asking the question if a solution to why the whole issue exists can be found, regardless of whether everyone will accept it. If we believe that everyone can come to their own satisfactory answer and we must accept this then we must accept that in some cases that people must debate until a "solution" is found. Not because the solution is the Ultimate Solution but because in needing a different answer to satisfy everyone so everyone can have their different stroke we have to accept that these people must keep searching.

If I made it seem like I disagree with this, please accept my apologies.

Again, much of the reason why the issue exists, IMHO and IME, lies in the question of where the "game" lies. Is the game telling a story/creating a narrative? Then a high degree of PC-plot-protection may well be desired. Is the game exploring a fantastic environment and seeing what happens? Then a lower degree of PC-plot-protection may be better.

Examine closely what it is you are after, and then you can usually see how the elements support or detract from that desired goal.


RC
 

log in or register to remove this ad

Raven CrowKing, if you want to know the basis for my previous statements, here's all the proof you need.


No; that fails to meet my standard of proof.

I tend to assume "IMHO and IME" is appended to all statements on the InterWeb, unless I am given a strong reason to believe this assumption false.

Sorry, but I read that as a statement of preference. Not a statement of "Your game differs from mine, and therefore objectively sucks."

I find the InterWeb far more enjoyable the more closely I can cleave to that assumption. Almost universally, the worst experiences I've had here and abroad were because of a spectacular failure to do so! But, then, we are all human. And language is always imprecise!



RC
 
Last edited:

No; that fails to meet my standard of proof.

I tend to assume "IMHO and IME" is appended to all statements on the InterWeb, unless I am given a strong reason to believe this assumption false.

Sorry, but I read that as a statement of preference. Not a statement of "Your game differs from mine, and therefore objectively sucks."

I find the InterWeb far more enjoyable the more closely I can cleave to that assumption. Almost universally, the worst experiences I've had here and abroad were because of a spectacular failure to do so! But, then, we are all human. And language is always imprecise!



RC

It's like when I tell my wife that she looks very nice today and she responds "Oh so I didn't look nice yesterday!?!" ;)

Until I started reading message boards I never knew that SoDs where so despised. Who knows, maybe it's a generational thing. My group's been playing D&D a long time and Save or Die was never an issue. It's been accepted and expected. "Please roll a Fort Save?" asked, especially at higher levels, ramps up the tension in the room by noticeable factor. If I ever fudged a die roll in favor of my players they would be not happy. They expect that death can come quickly at any time from any angle but understand that the rewards gained for the life their character has chosen is worth it.

I'm primarily a DM and I hate it when a character dies. It takes some effort to introduce the new character if the old one will not or can not be raised as I like a little versimilitude when introducing a new PC to a campaign. Plus, when a character dies during a combat, the chance for a TPK rises as one less resource is available. Death effects are even more painful in that regard as the enemy normally hasn't used much in the way of resources and the PC is already dead. But the alternative for my group is far worse. Surviving a battle where death is a bad dice roll away makes them feel like they've achieved something especially if a PC has died during the fight from an SoD attack. If I give them any sort of plot-shelter they are not cool with it. I noticed the small amount of players in the poll would rather have Save or Die so maybe this is a DM problem more than a player problem in the first place.
 

Thankfully, having engaged in multiple conversations with given individuals, I am able to relate their statements in one conversation to their statements in other conversations.

It is sort of neat to have continuity in this fashion!

...

It is not merely a statement founded on my previous experiences with such claims; it is a statement founded on my previous experience of many of the same claimants.

If I, in a later thread, claimed that I wasn't pro-SoD while trying to make another point (that, say, only logically followed if I wasn't pro-SoD), wouldn't my posts in this thread make you think twice about my claim in the other?

Ok, let's take a look at what people have said in the thread thus far (and my apologies in advance if I misread anyone's opinion!)

Here are the people who have posted in this thread objecting to Save or Die, and specifically indicated it is because they prefer slower deaths that they feel have more drama, or just object to death being tied to one roll or being too easy:
Festivus, Fifth Element, radmod, ElMahdi, parvatiquinta, malraux, SilvercatMoonpaw2, ProfessorCirno, Jan van Leyden, Henry, Hussar, wedgeski

Those who sorta object to Save or Die, still indicating a preferance for slower, less random deaths:
JeffB, StreamOfTheSky, Aberzanzorax, Doug McCrae

Here are others who just objected to Save or Death without offering their views on death in general:
messy, A Passing Maniac, Eric Anondson, Holy Bovine, Mallus, vagabundo

So. Almost everyone who has been actively involved in this discussion, and indicated a preference for no Save or Dies, has also indicated they are fine with other forms of Death. Only a few people - most of which have only briefly commented - have failed to specifically state that. No one has actually said they aren't a fan of death at all.

So what claimaints, precisely, are you referring to? You mention that I should call you on it if you change your stance in a later post - are you saying someone has done that here?

I'm genuinely curious, now. Which of the people in the thread - who largely seem to be offering the opposite opinion - have previously indicated to you that they prefer avoiding death in their games entirely?


Which makes which one wrongbadfun?

I think you are reading a context that isn't there.

You really don't see the value judgement he's lobbying in that and later posts? His reference to people objecting to death because they see it as "losing" doesn't seem like a negative portrayal? His talk about how heavy-RP games have "heroic, dramatic deaths" doesn't clearly show his preference?

If you honestly are going to deny the bias in his statement, and claim that I made my portrayal of it up out of nothing - despite using the exact same language he did - then I really don't know what to say.
 
Last edited:

RavenCrowking - perhaps the larger issue here is that you are pulling your experiences into this discussion through the lens of your own biases, making the arguments you put forth seem much more broad reaching than what's going on in this particular discussion.

In other words, you're dragging in conversations which are not necessarily linked to this one other than in your own mind.

While, in some of my D&D games, I don't like frequent character death, in others, I'm perfectly fine with it. I found that frequent character death tends to lead to very poor role playing as players put less and less effort into subsequent characters, but, that doesn't mean that I'm taking death completely off the table.

To me, the issue with SoD is intricately tied into the issue of character replacement. How difficult is it to restore a player to play? If, as Lanefan gave the example, a player is going to sit out for weeks at a time, death should not occur very often, if at all. OTOH, if chargen and replacement takes all of ten minutes, as is true in something like 3:16 or Paranoia, then, hey, no problems.

My problem with SoD has nothing to do with "gamism" or "simulationism". I couldn't care less about how it interacts within the game world. My issue is with the table. How does SoD affect my game (as opposed to my game world)? I strongly dislike SoD as it was presented in AD&D. Far too common and far too arbitrary. I gave multiple examples from multiple adventures upthread of where SoD monsters are plopped in without any warning.

Now, a question RavenCrowking. If SoD is perfectly fine, why the kids gloves when using it in game? Do you always make sure that your players know what's coming up next for every encounter? Do you never attack your PC's? I'm going to assume that you do. So, if SoD is perfectly acceptable as a part of the game, why treat it so differently from a standard encounter?
 

Can we contextualize a bit? Why's the party there? Why is the house there? Why is the bodak there? How long? To what effect on the local area?

Oy, wish I could offer more information. The adventure was a Living Greyhawk mod, "Have Tome, Will Travel". I remember that the party was traveling across the Sheldomar looking for a number of important books of magic.

In this case, I seem to recall we knew that it could be found at this cabin, and possibly suspected something had happened to the owner. But no indication of exactly what. Our attempt to find out resulted in the rogue's death. Sure, he could have made his save - though as a rogue, his Fort save was poor, and he was pretty likely to fail.

Now, could the DM have provided information giving a 'heads-up' that a Bodak was inside? Having the cabin surrounded by animals that all apparently died of fright, or some such?

Sure, he could. But the system doesn't indicate he should do so. The plot could well have reasons why that wouldn't work (say, the Bodak is chained inside as a guardian.)

This idea that Save or Dies are 'fair' because the party has to screw up to face them just doesn't match with their presence in the game. Monsters have them, potentially with little warning that they have them until you are already making save. Many spellcasters have them. Poisonous creatures might have them.

Do you always walk around with dozens of high-level spell buffs designed to deflect any possible death saves? Sure, though that gets into the danger of PC vs DM 'one-upsmanship', and still leaves mid-level characters out of luck.

If Save or Dies were truly rare, and were confined to a small side-section of the rules, and included detailed instructions and guidance for DMs to prep players for them and 'give them a fighting chance'... that, I could go for.

But that's not how it is, and you can't blame the DM for not presenting the encounter 'right' when this is how the system presents it to him.
 

I'm actually quite curious where this idea that SoD monsters should always come with warning labels on the encounters?

After all, this does not jive with the rules. It also does not jive with how the monsters are often presented (although not always - in the 2e module A Heroes Tale, a small statue of a bird is outside a medusa's lair to give the PC's a heads up). Most of these monsters are presented pretty clearly with the intention that the party should not be warned beforehand. That an encounter with one of these monsters should be a surprise that you are not prepared for.

Where does this idea that it's okay to use SoD monsters but only if you ensure that the players have ample opportunity to learn about them first come from?
 

Where does this idea that it's okay to use SoD monsters but only if you ensure that the players have ample opportunity to learn about them first come from?

Does it matter? There are plenty of elements of gaming etiquette that have evolved long after the rules have been published. I have to say, this would be a good candidate for a decent rule of thumb when designing encounters with save or die mechanics.
 

So what claimaints, precisely, are you referring to? You mention that I should call you on it if you change your stance in a later post - are you saying someone has done that here?

Is there, tell me, a point to my going through the Great Archive of Locked Threads to pull quotes? Or would you like to go through threads like this one ( http://www.enworld.org/forum/general-rpg-discussion/274845-do-you-save-pcs.html) yourself? Suffice to say, you will see roughly the same divide, but calling individuals out is a can or worms perhaps best left sealed. Or should I go looking for other threads with roughly the same content, and the same players? Because, as I am sure you know, they exist to be found.

And, there is a big difference in qualifiers, I note. I said that I have previous experience that many of the anti-SoD folks prefer to avoid D as well; I did not add the qualifiers "indicated to you" (does it matter to whom a post is addressed?) or "avoiding death in their games entirely" (entirely, IMHO, being a false qualifier -- for example, what of the individual who disallows death unless the player okays that his character dies? The problem is still with D, and SoD is still merely a symptom).

You really don't see the value judgement he's lobbying in that and later posts? His reference to people objecting to death because they see it as "losing" doesn't seem like a negative portrayal? His talk about how heavy-RP games have "heroic, dramatic deaths" doesn't clearly show his preference?

No. If I run a dungeon crawl, then it is easy to set up a survival-win, die-lose scenario. Lots of convention modules have used the same metric. And the relationship between "heroic, dramatic" anything and role-playing is, IMHO, fairly straightforward and obvious. How can any death be heroic except as relates to the role? I mean, does your pawn make a heroic, dramatic sacrifice in chess?

If you honestly are going to deny the bias in his statement, and claim that I made my portrayal of it up out of nothing - despite using the exact same language he did - then I really don't know what to say.

I don't deny the bias -- preference is, by definition, bias. But there is a difference between stating personal bias, and claiming that personal bias in universal. I see plenty of the former, none of the latter.

But, perhaps, ByronD will be kind enough to correct me if I am wrong?

RavenCrowking - perhaps the larger issue here is that you are pulling your experiences into this discussion through the lens of your own biases, making the arguments you put forth seem much more broad reaching than what's going on in this particular discussion.

In other words, you're dragging in conversations which are not necessarily linked to this one other than in your own mind.

It is possible that there is no logical link between disliking D and disliking SoD, but it is also fairly obvious that, if you dislike D, you are going to dislike XoD, regardless of what X is.

Making an observation that there is, AFAICT, a direct and obvious link between the two is hardly bias.

Now, a question RavenCrowking. If SoD is perfectly fine, why the kids gloves when using it in game? Do you always make sure that your players know what's coming up next for every encounter? Do you never attack your PC's? I'm going to assume that you do. So, if SoD is perfectly acceptable as a part of the game, why treat it so differently from a standard encounter?

Depends upon how you define SoD, but, in general, anything that has a large impact on the environment is going to leave a correspondingly large footprint. I never make sure that my players know what's coming up for any encounter; I do, however, supply the means to do so, corresponding to the environmental footprint of the encounter.

This is, IMHO, no different than noting that a mountain lion loose in your neighbourhood is more noteworthy -- and more likely to be noted -- than a squirrel. One consistently makes the local news; the other does not.

Now, if a low-level PC happens to decide that shaking down the city's criminals for info is a good idea, takes no pains to conceal his identity, and causes problems up the food chain, the local mob boss will take steps to eliminate the problem. This is pretty analogous to a SoD in my game, because assassins can potentially do massive damage....easily enough to kill a PC with a single dagger thrust.

My twin mantras are "Context" and "Consequence". "Context" means supplying information -- or making a supply of information possible. If the players choose not to seek information, that is when "Consequence" comes into play.

BTW, not making snaky hair somehow silent and invisible isn't treating SoD encounters differently than other encounters; it is putting them back on the same footing. I don't make rust monsters silent, either, or orcs indistinguishable from humans at ranges greater than 30 feet.

EDIT: Likewise, for example, if you know you've p.o.ed a demon lord capable of sending bodak assassins after you, enough to make said demon lord really, really want you out of the picture, you might want to take precautions against bodak assassins.


RC
 
Last edited:

@ MrMyth: On consideration, perhaps it is best to say that my statement doesn't meet your standard of evidence, and your statement re: ByronD doesn't meet mine. It is surely possible that we can disagree, while respecting each other's opinions. And this is a discussion I've participated in with many of these same folks far too many times.

Previous statements exist to read and draw conclusions from, for all of us. For those who are interested, I have provided one link. It is easy enough to find other threads. I would rather drop this, because I know where it leads.

I stand by my statement; disregard it if you like.

@ Hussar: I addressed the table problems upthread. The longer it takes to create a character and/or resolve an encounter, the longer it takes to get to a point where a new PC can be introduced.....and therefore, the more damaging death may be to game play. This is, at least in part, an element related to system choice.


RC
 

Remove ads

Top