Blue
Ravenous Bugblatter Beast of Traal
[MENTION=4937]Celebrim[/MENTION], we were both ending up with big walls of text, so I think I'm going to try to condense to what I think is the underpinnings of the difference in our views. By not quoting everything I will be leaving things out, and if in doing so I misrepresent your side please correct me.
It seems we both agree that player agency and real risk are needed in order for the results to be meaningful. A real chance of failure and consequences are needed, lacking these undermines the players' accomplishments.
My understand on your side is that this flows naturally from the rules (with the DM adding if rules are silent), and that by staying within these you create a consistent and fair place for the players to earn their accomplishments on their own merits. That consistency also builds player trust because they know what to expect and get it. Drama flows from what is there and the knowledge that the PCs may dash themselves on it without reprieve - it's all up to them. Is this reasonable, am I missing anything substantial?
My point starts with the rules, but allows stepping outside them to increase dramatic tension by upping the stakes. It's not giving them something for free, it's allowing them a dramatic sacrifice to go beyond their normal bounds. This reduces the consistency which is a large PRO from your point of view. But it's not in an arbitrary fashion, but using dramatic troupes to ratchet things up.
Realistically, a fight on an airship is deadly. PCs should avoid the railings and rigging where a failure to climb/balance means a fall to their death. But that's not what makes a great story, and the troupes encourage players to do those things because they can expect that one bad roll will not kill them. In this case, the risk = likelyhood * impact. Impact stays the same. Likelyhood is increased by players going to the risky places where they wouldn't, but decreased because by the trope they can expect a chance to grab on to something when falling and hang like Luke under Cloud City. Which also then allows the dramatic rescue. Total risk is unchanged, but the story is enhanced.
I know in the past you have talked about tailoring a cliff to be the right height to give the numebr of actions you'd want, so maybe this is something you'd build in some other way.
An example from a session last year was players deep in a Living Dungeon, attacking a blue crystal spire that was providing power to the mad Derro overlord of the place. Reinforcements were coming and the situation didn't look good if they didn't get out now. The crystal was quite resistant to their attacks and it was slow going, plus they were getting attacked. One character was willing to sacrifice his only magic item, a magic sword (the only magic weapon in the group at the time), abusing it far beyond what a non-magical sword would take. He lost his magic sword but got a hefty bonus to the roll - and that was enough to crack the crystal.
It's funny, typing that second example I'm not sure if it's a place we'd differ on. If for you, that's simply filling in places that the rules don't cover. Or if it's something that we'd differ greatly on - you considering it plot protection and "ashes on my tongue" as unearned vs. me seeing it as a large sacrifice plus having to escape without the use of the sword just for an increased chance to be heroic.
It seems we both agree that player agency and real risk are needed in order for the results to be meaningful. A real chance of failure and consequences are needed, lacking these undermines the players' accomplishments.
My understand on your side is that this flows naturally from the rules (with the DM adding if rules are silent), and that by staying within these you create a consistent and fair place for the players to earn their accomplishments on their own merits. That consistency also builds player trust because they know what to expect and get it. Drama flows from what is there and the knowledge that the PCs may dash themselves on it without reprieve - it's all up to them. Is this reasonable, am I missing anything substantial?
My point starts with the rules, but allows stepping outside them to increase dramatic tension by upping the stakes. It's not giving them something for free, it's allowing them a dramatic sacrifice to go beyond their normal bounds. This reduces the consistency which is a large PRO from your point of view. But it's not in an arbitrary fashion, but using dramatic troupes to ratchet things up.
Realistically, a fight on an airship is deadly. PCs should avoid the railings and rigging where a failure to climb/balance means a fall to their death. But that's not what makes a great story, and the troupes encourage players to do those things because they can expect that one bad roll will not kill them. In this case, the risk = likelyhood * impact. Impact stays the same. Likelyhood is increased by players going to the risky places where they wouldn't, but decreased because by the trope they can expect a chance to grab on to something when falling and hang like Luke under Cloud City. Which also then allows the dramatic rescue. Total risk is unchanged, but the story is enhanced.
I know in the past you have talked about tailoring a cliff to be the right height to give the numebr of actions you'd want, so maybe this is something you'd build in some other way.
An example from a session last year was players deep in a Living Dungeon, attacking a blue crystal spire that was providing power to the mad Derro overlord of the place. Reinforcements were coming and the situation didn't look good if they didn't get out now. The crystal was quite resistant to their attacks and it was slow going, plus they were getting attacked. One character was willing to sacrifice his only magic item, a magic sword (the only magic weapon in the group at the time), abusing it far beyond what a non-magical sword would take. He lost his magic sword but got a hefty bonus to the roll - and that was enough to crack the crystal.
It's funny, typing that second example I'm not sure if it's a place we'd differ on. If for you, that's simply filling in places that the rules don't cover. Or if it's something that we'd differ greatly on - you considering it plot protection and "ashes on my tongue" as unearned vs. me seeing it as a large sacrifice plus having to escape without the use of the sword just for an increased chance to be heroic.