[/QUOTE]
Sunderstone said:
ummm.... common sense here sw, I was talking about the players learning a lesson.
and why would you automatically assume their next characters, if roleeplayed, learned from the dead pcs of a former world?
Sunderstone said:
An angry mob doesnt have to be a stupid mob.
an angry mob of stupid people, well, for me, that does usually mean a stupid mob. Remember, the majority of these ogres are int 6. Whats the charisma and leadership skills of the orgre chief? he has apparently already spent more atts on improving int and wisdom significantly and in purchasing skills for use with track. How good is his leadership skills? How high did he raise his charisma? How good was he at reigning in, while tracking, his half dozen vengence-driven int-6 morons for a couple hours of nightime tracking AFTER a long day of raiding and pillaging?
just how flawless was this ogre chief/shaman whatever guy?
Put another way, would you expect a druid/fighter PC after investing in all those area he needs to be able to flawlessly without snafu rangle and manage a gaggle of powerful but stupid people into such a flawlessly executed raid after already having done "their days work"?
Sunderstone said:
Why do they have to come in with burning testoserone? Why wouldnt they want to soften them up from afar first with an Entangle and possibly a Call lightning?
because ogres are mostly int 6 rather unintelligent brutes.
they don't have to all come in that way. But one ogre or two out of the six non-leaders having the failing is enough to radically change the setup.
As a simple hypothetical... marching thru the woods behind their leaders two of the dumb ogres in the back are neither one thrilled and calm and cool headed. They wanted to rest and sort plunder. They did not like seeing barney's head on a pike. And they should be eating the horsemeat now, not tramping thru the woods. One of them has his attention waver, his severe focus lapse for a moment and, being so dextrous, he trips and half stumbled into the ogre trudging in front of him. Said ogre, does not react calmly and cooly but reacts wuickly and instinctivel and off the cuff as a dimwit who is tired and not in a good mood might and he shoves/slugs the other ogres who goes clumping down thru a tree and over a rock and gets up cursing. before they actually come to blows, flawless leader steps back and with an icy glare and a few eloquent and well spoken snarls gets them to stop the nonsense. being a very good leader he gives them a worse detail and maybe spearates them. the leader grumbles something about "even bad help being hard to find" and gets back to his job.
But somewhere, off in the distance, an alert sentry on duty hears two ogres cursing and throwing about somewhere down the hill and suddenly he gets a little more worried. An awakened party realizes they got trouble and skeedadle away. But now the hunt is on and you have two groups each trying to outmaneuver the other. The PCs need time to gear up but have to evade in the dark, where most of them are at a disadvantage. They are behind the eight ball tactically now in several ways, against a force than can hurt them real good.
if they survive the fight, or evade it but lose a lot of gear, its still going to be punishing and something they learn from.
or, none of this happens and flawless commando ogres kill them all and the Gm wonders about how bad his players can get?
Sunderstone said:
And what is it with your "Tom Clancy-like" Ogre references?
just a little awareness that perfect circumstances are usually the sign of lack of thought on the scenario setup as opposed to lack of thought on those acting.
just a little amazed at how forceuser seems to think his hands were tied by his setup and his adherence to principles when in fact he had troops with so many organic weaknessses in JUST THE TYPE OF AMBUSH he had them flawlessly conduct that a minor bungle or slip along the way to alert the party and let them be in something other than "dead meat sleeping" position is likely, not impossible.
Amazingly, in my last game which never had a tpk in three years, almost every single time the party sent the dwarven tank, whose hide and silent chekcs weighed in at -6 or so, on stealth missions those stealth missions quickly turned to straight out combat missions. They found that sneaking up as a tank was really really hard.
When their spellcasters started casting buffs before a fight (the buff spells last 5 minutes now or so) they found the DC 0 chance to hear casting meant they often got heard if they were anywhere close to an enemy.
So, to me the notion of a half dozen vengence driven ogres conducting flawless commando style ambush on a party with a sentry... yeah that strikes me as "outside the ntrrative truth" as opposed to being "i was stuck".
Sunderstone said:
Thats if they would come in the way you would play them, each DM has his own feelings and style. Even if he wasnt surprised, the party was still hit with an Entangle from a good distance. Those caught would not have been able to do much with the incoming "angry mob".
again, the distance is limited mucyh more by terrain, yet of course, in this case, it was perfect terrain... flawless even.
Sunderstone said:
I agree here, but it doesnt mean you need to run a Barbie-style game to have fun.
the only people tqlking about barbie style campaigns are those using it as a boogeyman.
trust me, or perhaps ask other your trust, there is a large breadth of other possibilities between "three tpks" commando ogres and barbie style campaigns.
Most Gms play well within those limits session after session.
its not a frictionless slope betwee "weather, terrain, lack of stealth, int 6 etc do not at all impede the perfect flawless ambush for my ogres" and "my ogres are kobold sized and swing feather dusters" that means that one will slide into the other.
Sunderstone said:
Saving the players every time would take away all the danger from it.
no one is saying save the players every time, except perhaps those who want to use it is a boogeyman.
let me repeat... their is a wide gulf between flawless morons staging tpks using flawless tactics in flawless circumstances staging the third tpk in a year AND taking away all danger from the game and destroying the fun.
Really, honestly, there is a range between there and most Gms play in it session after session to the enjoyment of their players.
Sunderstone said:
Constantly coming up with viable easier alternatives does the same. When is it enough hand-holding for you?
Actually, i tend to joke that i find it mor enjoyable to "go for the pain" instead of the kill. i have gotten much better results when the PC lives but suffers, perhaps for a long time, for his mistakes. heck, the BESt results have been when OTHERs suffer the most, as frankly, the guilt drives him to avoid the mistakes more than personal loss did.
Losing characters means caring LESS about them in the long run. The third character in a short period does NOT encourage more care and concern with the characters, it usually fosters less. This is especially true with TPKs where everyone starts over as there is really no downside beyond character attachment... and the previous two tpks usually would lessen pc attachment to characters.
I had a shadowrun gm tell me as i handed him my character with write up to "not get too attached. he will almost certainly die. have a backup ready." i did not need two tpks to teach me the lesson, because thank god he warned me up front. I simply said "thanks, but no thanks" and left.
Sunderstone said:
3 tpk's 10 months could be different for them, maybe they play twice a week where your group plays biweekly. Maybe they also have longer sessions. I dont think I would ever pass judgement on a DM based on time between frags.
Sp, you haven't passed judgement on whether forceuser was "right" or should have done things differently? You haven't passed judgement on whether it was his players fault or if they got what they deserved?
you still undecided?