John R Davis
Hero
The Jack Hack
Cthulhu Dark
Cthulhu Dark
I agree that there's nothing wrong with having a game where the party goes into a situation and it's radically different than they expected and they have to adapt or retreat and come back with more information etc. It can lead to some interesting situations - I'm reminded of a session I ran in my winter post-apocalyptic D&D where the party went to this abandoned observatory. As they crept through, the signs were that a medusa had been there - statues of long-dead scholars were all over the place, obviously turned to stone. The party really was on edge... and the monster instead ended up being the ghost of the medusa. They beat it, but the challenge wasn't what they expected. By the same token, it wasn't the opposite where they had put themselves at a disadvantage.Yeah, it's odd that it isn't more common, though, I think? I feel like it's very common in stories, but when we sit down to tell stories collaberatively like this, there is this dichotomy. A given game either treats combat as sort of encouraged, or discouraged. Even Monster of The Week doesn't want you to fight the monsters all that much. There are playbooks that can, but generally you have to do research, investigate, plan, pull some deeply bespoke and/or incredibly reckless magic, etc, to win the day. Violence is at most what the Chosen does to keep the monster from killing anyone while the rest of the team does The Thing. It's fun, because it drives the story very very effectively toward certain types of stories, certain tropes, certain patterns, etc, and those are fun stories to be part of, but it is still in that mold of "combat or non-combat, but not both" as a focus of the game.
Not sure but I'll give it a shot.Does this even make sense?
This is the best Ive read in a very long time, I just may steal it, check that, I am stealing it...next game.I'm reminded of a session I ran in my winter post-apocalyptic D&D where the party went to this abandoned observatory. As they crept through, the signs were that a medusa had been there - statues of long-dead scholars were all over the place, obviously turned to stone. The party really was on edge... and the monster instead ended up being the ghost of the medusa. They beat it, but the challenge wasn't what they expected. By the same token, it wasn't the opposite where they had put themselves at a disadvantage.
How did you resist using a Royal Crown dice bag as an Executioners Hood to silence that DM? To add to the OP, that monster was simply defeated if the party knew enough to pour wine on the Executioners Hood.Gaming horror story: I once played with a DM (you know the type, the one who fancies himself the Great American Author and it's beyond railroad...) His gaming philosophy is that defeat makes heroes stronger (this is true). However, his mental math was that, out of six encounters, the party should flat out be outclassed 3 of them, fight to a stalemate twice, and win outright once. ... yeah, not even Die Hard is that brutal.
Think this largely depended on the class you were playing as certain classes were awarded XP on different criteria. Im personally not a fan of a single XP level track and every class gets the same of the latter editions of D&D, its easier but think it lended to a more sterile style of play.OD&D, AD&D 1st edition, and BECMI give the majority of XP for the treasures, not the monsters that guard them.
I am pretty certain that idea did not appear until 2nd Edition.Think this largely depended on the class you were playing as certain classes were awarded XP on different criteria. Im personally not a fan of a single XP level track and every class gets the same of the latter editions of D&D, its easier but think it lended to a more sterile style of play.