Again we're probably talking at cross-purposes because I don't see myself in an adversarial position to my players, I try to put interesting challenges in front of them and they in turn try to engage creatively with those challenges.
If that makes me a bad DM then I guess that's a cross I'll have to bear.
And with that I'm finally out of this thread.
I'm trying to figure out how letting you know your word choice could lead to problematic assumptions led to you bearing the cross of... doing the job of a DM?
I never spoke about what types of challenges you put in front of your players, I was just saying that describing approaches as "good" or "bad" is problematic.
All that means is that the DM you imagine is a person who isn't living up to the standards the DMG sets forth - that the DM be an impartial yet involved referee who acts a mediator between the rules and the players. And who, by following the "middle path" is balancing the use of dice against deciding on success to "encourage players to strike a balance between relying on their bonuses and abilities and paying attention to the game and immersing themselves in its world."
So yes, I suppose if you DM in a way that the game does not intend, things can go wrong. I am glad we agree on this point.
Yes? What does this have to do with what I was trying to say?
This is so surreal. It'd be like telling a friend he's going to get in less trouble if he stops telling his wife "You'd be less ugly if you did this" and him responding about the fidelity of marriage... Yes, you are right, still doesn't change the fact that implying your wife is ugly
at all by saying she'd be "less ugly" is a poor choice and you will get less grief if you avoid it.
I'm as averse to overly-pedantic debating as anyone, but this post leaves me a bit confused. Upthread you identified the honour duel as an example of making things worse, which would lead to turtling.
Now you're saying you agree with me that it won't. And you're saying you don't see turtling issues.
So I'm confused over what your views are, and what you're basing on experience and what is conjecture.
Sorry, I forgot I mentioned an honor duel in that list a while back. I'll try and handle these seperately.
Turtling:
I stand by the idea that if every check led to the potential to make everything worse, I would see players less willing to take risks. I do see this in some players already, which is why I think changing things to make failure more punishing would lead to an increase in this behavior.
However, in my current games, I usually only see this behavior in new players and they eventually relax, because they see that even if they fail, it is usually not the end of the world. Making it so failure leads to demonstrably worse results will make that less obvious to them, because a string of failures will teach them that trying just makes things worse for everyone.
Hopefully that clears that up.
Honor Duel:
I think the big part here comes from the intention of the plan. I mentioned in the post you are refering "Accidentally" getting in an honor duel, which to me refers to situations where even winning the duel is a poor result. It isn't the plan, and in fact it works against the plan. However, since I posted that we have had some people point out that the Honor Duel can be the fighting man's (or woman's) answer to that social situation. In that case, it is the plan, and if the fighter leans into that plan it can be seen as not a bad result, but things working as intended.
Hope that clears that one up.
My view remains that (i) if you put things at stake and make it clear how those consequences will factor into adjudication, players will declare actions for their PCs, and (ii) this makes for better and more dramatic RPGing.
Always assuming, of course, that the players want to play the game. Of course the PCs might wish for a nice quiet life, but that's not something we're going to play out at the table!
I respect that that is your view, but I tend to disagree.
The players go to disable a powerful ritual circle, they don't know the consequences for failure. Maybe they will fail and the circle will stand, maybe it will blow up, maybe it will unleash some mutated horror. They don't know, and that murky future can be interesting for some players. They aren't making decisions because they know what will happen, but because they are just as blind as any other character in any other medium about where their choices will lead them.
Sure, sometimes things are obvious, sometimes they know what the consequences for failure are and that makes for the tension, but other times it should be unknown. The swashbuckler doesn't need to know that failing that acrobatics check means they break the chandelier and fall. They have no way to know that in the heat of combat.
In my defense, your response to my comment about your position being a strange hill to die on was "I'm only dying because I'm being stabbed" or something to that effect, which genuinely made it seem to me that you had not understood the idiom. It was not my intent to be condescending in explaining the turn of phrase, but I accept responsibility for that misunderstanding.
I'm still miffed about that, but not for the reason you think.
I still think that was a funny way to express what I was thinking. Which was that I was "dying on the hill" only because people kept attacking.
I still grin from my own humor, and it fell completely flat
