Mannahnin
Scion of Murgen (He/Him)
Gygax here is saying it's ok to fudge occasionally. His first advice is to let the death stand; it will even out in the end. His middle advice is that it's within your authority to make an exception if you really think it's necessary and in the best interest of the table, but that it's best to still levy a lasting penalty in trade for your mercy. And he closes by saying no mercy if the PC did something dumb or incompetent (even out of ignorance, is the implication; newbies gotta learn!).I take a look into the 1ed DM guide.
Now and then a player will die through no fault of his own. He or she will have done everything correctly, taken every reasonable precaution, but still the freakish roll of the dice will kill the character. In the long run you should let such things pass as the players will kill more than one opponent with their own freakish rolls at some later time. Yet you do have the right to arbitrate the situation. You can rule that the player, instead of dying, is knocked unconscious, loses a limb, is blinded in one eye or invoke any reasonably severe penalty that still takes into account what the monster has done. It is very demoralizing to the players to lose a cared-for-player character when they have played well. When they have done something stupid or have not taken precautions, then let the dice fall where they may!
The assumption of harsh and blind lethality of 1ed was not coming from Gygax.
As period documentation in fanzines show us, and books like The Elusive Shift make more accessible, there were two major strands of players going back at least as early as 1975. Wargamers and sci-fi/fantasy fiction fans. And the latter crew were more focused on making it story-focused. But even the wargamers had some of that and were inspired by the fantasy fiction. Gygax proudly touts that in the very first 1974 rules. And those rules included the "sweep" rule for Fighters getting 1 attack per level against enemies of 1HD or less.The shift happened early, if anything I think TSR tried to resist it: a lot of people looked at DnD not as a way to expand their wargame or as a game about dungeon-crawling, but as a way to play out their favorite fantasy stories (novels, comics, etc.)
A highly lethal game is not good for telling epic stories, so people made houserules to de-lethalize the game. This had the beneficial side effect of making epic actions (like diving into a mob of orcs and slaying them all) more likely.
5e especially embraces this style of play over the OSR sensibilities, and I think that's a key part of the edition's success in the market. Traditional is more popular than Old-School. While I can't prove it, I'd guess it always has been.
The rules were more lethal by default and required more house ruling if you wanted a less-lethal game. Some did, and some didn't. The MIT megadungeons were famously lethal in the 1970s, while on the opposite coast CalTech's Dungeons & Beavers version saw dungeons 100+ levels deep and PCs advancing to levels just as high. Over time the actual game rules have incorporated more and more death mitigation rules other than just Raise Dead and Wishes.I think there is some conflation going on between the rules and designers pushing deadly play and DM's pushing deadly play.
Any version can be deadly if the DM decides to make it so.
But to argue that dnd 5e the dnd that literally has short rest and long rest to let the characters recover is more deadly than any version of DND is like arguing that Oranges are more sour than lemons. It's just not true.
Loving your posts in this thread. Great insights.I would say this is a fair assessment. Video games certainly provide a good example of a 'checkpoint' or 'try again (with proscribed setback)' methodology (also a notion of 'artificial difficulty' where something pads the playthrough by making you play through the first 8 levels for another chance at level 9, simply because you missed a jump). Beyond that, the actual benefit of loss=starting over was never well communicated. I know plenty of early groups that also quickly switched to death meaning you brought in a new character only a few levels behind the one that died, in which case what difference does it make (except having/getting to create a new personality)? I've played it all sorts of ways (no res, res often unavailable, res usually available... heck, non-D&D games where death isn't a serious likelihood) and tend to enjoy them all (with whichever I haven't played recently being the one I want to play next, as opposed to having a static favorite).
And yes, I do think there's quite a lot of... subtle associations people impute onto these things (deadlier is more challenging, challenging is a virtue onto itself, miserable makes better stories, etc.). At the end of the day, the best games are the ones where the player feels their decisions contribute to the outcomes and the challenge of the game rises to the level against which they are challenging themselves. All the rest is details.
My groups didn't always have Raise Dead available. At different times we had new PCs start at 1st (though not often) or one level lower than the current lowest living PC.