D&D General How Often Should a PC Die in D&D 5e?

How Often Should PC Death Happen in a D&D 5e Campaign?

  • I prefer a game where a character death happens about once every 12-14 levels

    Votes: 0 0.0%

No one does it. No game does it. That is the point.

Someone upthread essentially said "We don't use any narrative conceits in our game". This is just a point that they obviously MUST use some narrative conceits, because the game would become unbearably dull and painful to play if they did not.
For the record, I already stepped back from the extremes of that claim. There are certainly places where you have to make narrative conceits, even regularly. I just prefer to avoid it unless it's necessary, and do my best to make sure such conceits make sense in the setting as much as possible.
 

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When you "skip over" every lead that is a dud, are you skipping over scenes that actually could be played out and have weight to them? This is why I said what I said earlier, about being focused on that specific thing.

Because this isn't "we don't pay attention to the times where you're asleep or using the bathroom" stuff. This is skipping over actual situations that test your skills and abilities, but which turn out to be a complete waste of time.

Doing that is not a matter of "we don't have infinite time to play." It is, very specifically, avoiding something because doing it would be boring or irritating pacing--shortening "duds" to just a few descriptive sentences, or even just cutting out duds entirely, never having duds in the first place. That is, absolutely, a narrative conceit: "Don't waste the audience's time with empty action." It is not a matter of pure time-saving practicality; it is a matter of steering the focus-of-attention so that it either only looks at things that are "interesting," or reduces "uninteresting" things into mere sentences.

Yes, time-saving practicality is one of the reasons we, for example, do not spend 8 hours of play-time where the characters are asleep. Time-saving practicality is not why a person would say, "I don't really ever include dud rumors; if the PCs hear a rumor, there's something to it." Which is precisely the sort of thing that was mentioned upthread, and why I kept saying that you had inserted yourself into a conversation about that, but which you seem stubbornly unwilling to even remotely consider.
All true to my experience; although I do include false rumors and the like (for verisimilitude reasons), following them does tend to be shortened if there's truly nothing to them.
 


Skipping time is not done for narrative reasons. It's done because we have limited time at the game table.

But this, like many topics on this forum, seem to be just arguing semantics for no real reason.
Arguing semantics is the basic building blocks of the internet.
 



When you "skip over" every lead that is a dud, are you skipping over scenes that actually could be played out and have weight to them? This is why I said what I said earlier, about being focused on that specific thing.

Because this isn't "we don't pay attention to the times where you're asleep or using the bathroom" stuff. This is skipping over actual situations that test your skills and abilities, but which turn out to be a complete waste of time.

Doing that is not a matter of "we don't have infinite time to play." It is, very specifically, avoiding something because doing it would be boring or irritating pacing--shortening "duds" to just a few descriptive sentences, or even just cutting out duds entirely, never having duds in the first place. That is, absolutely, a narrative conceit: "Don't waste the audience's time with empty action." It is not a matter of pure time-saving practicality; it is a matter of steering the focus-of-attention so that it either only looks at things that are "interesting," or reduces "uninteresting" things into mere sentences.

Yes, time-saving practicality is one of the reasons we, for example, do not spend 8 hours of play-time where the characters are asleep. Time-saving practicality is not why a person would say, "I don't really ever include dud rumors; if the PCs hear a rumor, there's something to it." Which is precisely the sort of thing that was mentioned upthread, and why I kept saying that you had inserted yourself into a conversation about that, but which you seem stubbornly unwilling to even remotely consider.

I don't do it for narrative reasons. A story may emerge from play but I'm not telling a story, therefore there's no narrative.

That's my story I'm sticking to it. 🤷
 


The thing I think we need to avoid altogether in dnd is something like you pick a class and then the DM starts going on and on about how much fun you will have at 7th level. How do we even know the character will make it there? I would like to be in a place where that assumption doesn't exist and is the furthest from people's minds.
 

The thing I think we need to avoid altogether in dnd is something like you pick a class and then the DM starts going on and on about how much fun you will have at 7th level. How do we even know the character will make it there? I would like to be in a place where that assumption doesn't exist and is the furthest from people's minds.

That seems more like it should be "Even level 1 should be fun" and less about changing people's expectations for the future.
 

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