Celebrim
Legend
I believe Hussar is speaking from the position of the players having gotten their butts beat by the Grell, thus their immediate goal is to get revenge and kill it.
I understand that much about Hussar's position. But that's a player position, not a character position. Moreover, as a player position its predicated I think on some very particular assumptions. Let's back up a second. The PC's have just barged into the home of a Grell, who then procedes to defend himself from their intrusion with intent to kill and plunder. He is successful in this regard, and drives the brigands off. By what right would they desire to seek revenge? It would take a very particular sort of character personality to view this as emotional issue rather than as an unfortunate set back. So think for a second about what sort of personality it would be for the player to properly see the character as being motivated by revenge because they have been bested by a grell whom they provoked in the first place?
Now, likewise, what motivates a player to see this is as something requiring revenge? Because at no point has Hussar suggested that the characters want revenge. It's actually Hussar's emotions that are being projected here. But why does Hussar who is in the real world want revenge on a thing that exists in the in game world. I really doubt that it is because the Grell has become such personified NPC through regular interaction with the NPC that Hussar has taken an emotional stake in the NPC. It's not like the Grell is a reoccuring villain who has killed the PC's dog and generally made himself an emotionally effective villain. No, Hussar is clear about what is emotionally at stake for him as a player. He believes that this is a challenge presented to him by the DM, and he has been bested by it. This can't stand. He's emotionally invested not in the particulars of defeating a Grell, but in overcoming the DM's challenges. It's unthinkable that he might not get a return crack at the Grell, not because he's emotionally invested in the Grell particular and therefore can't stand that the 'Grell won', but that he is emotionally invested in besting the DM and can't let it stand that the DM 'won'.
You can simulate the reality of a situation all you want, but a player expecting to get vengeance is usually going to be angered or at least indignant not to get it.
This is the heart of it. I expect a player to be able to distinguish between his character's emotions and his own emotions. The character may or may not feel thwarted from obtaining vengeance, but as I suggested it would take a rather particular sort of personality of character to see this as something to emotionally invest in. We aren't talking about Captain Ahab losing his leg to the white whale, or the Grell having killed the PC's loved ones. We're talking about just having been whipped into a retreat after provoked a monster by entering its lair. It's not even clear that every character that loses a leg in that situation is going to be motivated by vengeance, much less just having had his ego bruised.
So now you would have the player desiring vengeance and the player becoming indignant and angry. But what has the Grell done to the player? No, the player's emotions aren't directed at the Grell. It's the player desiring vengeance on the DM, and the player becoming angry at the DM and the player becoming indignant at the DM. But what has the DM done? The DM hasn't cheated. The DM has played fairly. The DM is merely animating the NPC's in ways that are realistic and reasonable. By what right does the player think he needs to take vengeance on the DM if he loses an encounter? By what right does the player get angry and indignant at the DM for simply playing NPC's in a manner that accords with the creatures intelligence and standard guidelines for play?
This requires having a mentality that the DM put the Grell there to 'challenge' you. It's again envisioning play as revolving around this contest between the DM and the players which has all these elaborate unspoken table rules about what is fair and fun. Things like, "Don't offer me a challenge unless I want it, and withdraw it if I signal I'm not interested." or "If I signal that I'm interested, don't withdraw the challenge." It comes down to this, even if we were using the exact same rules, we aren't playing even remotely the same game.
At my table with the sort of players that I've played with, the overwhelming assumption - even by the more gamist power-gamer types - would be that if the Grell isn't there and has fled, though this might be frustrating to the character and even to some extent frustrating to the player to the extent that he can identify with the character, the DM has done exactly what he was supposed to do right down to being chapter and verse of the guidelines in the DMG. The DM isn't responcible here for frustating the character or the player. The circumstances are frustating because often things are frustrating. But then again, now the way isn't blocked by a grell. What could have been a potentially lethal fight has been at least for the moment won, for the foe has been driven off for now and the way forward is open. On with the quest. And who knows, maybe the Grell is just out hunting or will turn up later.
Although it is not immediately clear why the characters would consider that remotely desirable.
And so the situation begs a question: Which is more important: The players, or the simulation?
What is going on here is an implicity or explicit OOC appeal to alter the in game world to suit the desires of the player. You are presenting a false choice. I choose neither or both, because the interests of the players is in the game, and the interests of the game is in the players. The simulation is happening because I thought that was the game everyone wanted to play. If the player insists that the simulation follow their whim, there is no more game. If the player insists that we have some sort of competition, let's play a game that puts everyone on a level playing field and is about competition. How about some Munchkin or Call of Duty shall we? There is no reason why they should keep playing a game that makes them angry, and no reason why I should keep playing a part better played by a computer program.
Last edited: