Vaalingrade
Legend
We're done here.
My God.
My God.
That might be one of the biggest ways that D&D has changed over the decades: the styles of play have changed. How many different ways to play D&D are popular these days?Absolutely. Some players want that. And that’s great. I play that way regularly. Nothing bad or wrong about it. Pure fun. If that’s your jam. Where the problem lies is when a player (the poster I’m mostly responding to) says they want mutually exclusive things. “I want drama, but I also want no drama.” Not so much.
This post really doesn't address the context of the post I responded to, which was "character death can't be rare in a combat-heavy game.""expected to survive" does not require severing any risk of death & danger, In fact danger & risk of death creates story.
This post really doesn't address the context of the post I responded to, which was "character death can't be rare in a combat-heavy game."
Sure it can, I even gave examples of mechanics that make it rare in a combat heavy game system that has extremely dangerous combat. Fate is so combat heavy that nearly every interaction can be combat. Social interaction?.. totally combat... economic interaction?... totally combat.... fighting a dragon or a bunch of bad guys? Totally combat. Not only are they all combat they all use the exact same combat rules & consequence slots but might use different stress tracks. If Alice takes a severe consequence haggling with a merchant & bob does the same at a social gathering trying to bully the fae queen into giving the group a favor she's not interested in giving they can't use it when they want to mark down something like "guts hanging out" rather than hearing how a dragon decides their fate after annoying it by forcing it to take them out.This post really doesn't address the context of the post I responded to, which was "character death can't be rare in a combat-heavy game."
That problem grows beyond just the gm not being able to do much other than threaten Mary Jane/Aunt Mae/Lois/etc though. Take the "overprotective of young women" that you yourself said is a desired personality trait of a hypothetical character & apply the pulp detective trope that often starts out with a thought/voiceover along the lines of: "I could tell the young woman wanting my help was all kinds of trouble I didn't need". with d&d characters they are free to ignore it entirely the second they decide they don't need that trouble & the GM is powerless to do more than ask if the player really want to ignore the npc with problems knowing full well he or she is powerless if the player says yes they do want to ignore the npc's complications.
Your complaint is the answer to your own conundrum. If the reason why people won't connect to your world is that when they do, that connection is used to punish them with "drama" then hell no I'm not connecting with your world. Not everyone wants to deal with that kind of drama, and if the response to "btw, I have a younger sister" is "great, now she's been kidnapped and will be sacrificed by cultists", then my next character is far less likely to have siblings.Exactly. You want consequence-free connections. You want the benefits of your character having connections to the world, but not the vulnerability that necessarily comes with it. You don’t want an interesting and engaging story. To have an interesting and engaging story your character has to be vulnerable.
Sorry, I was assuming mature players that didn't pull crap like that. If a player won't play the character, I don't think the GM or the game system should force them to, at that point find new players. No gaming is better than bad gaming.
Your complaint is the answer to your own conundrum. If the reason why people won't connect to your world is that when they do, that connection is used to punish them with "drama" then hell no I'm not connecting with your world. Not everyone wants to deal with that kind of drama, and if the response to "btw, I have a younger sister" is "great, now she's been kidnapped and will be sacrificed by cultists", then my next character is far less likely to have siblings.
I've played under a DM who loved to use attachments to create drama for PCs: dead loved ones, broken heirloom swords, exile from important places or groups, gaining and then losing power and prestige. It got real old to always lose what we had. So you'll have to forgive that I don't exactly trust that any backstory I give you won't be weaponized against me.
I realized sometime in High School that when my players were doing things I didn't like, it was an indication that we weren't playing the game they wanted to play. Having that realization (which probably came from some Dragon article advice - I have no idea now) made me realize that just talking to them about what they wanted instead of trying to force them into the game I wanted was probably going to be more productive.Frankly, I got over using carrots and sticks to modify player behavior 30 years ago. Among other things, I never saw it work all that well in the first place.
It was a played out trope when Knights of the Dinner Table were making fun of it 22+ years ago.This is such a well known issue its pretty much a trope. Its why the "disconnected orphan loner" is such an eyerolling stereotype; because so many players have been taught the only function of connections, friends and family is to give the GM levers to apply to you.