hong said:
For example, someone mentioned the big evil dragon who sunders the hero's dragonbane sword, because it's the major threat. That strikes me as a cheap tactic. The purpose of the sword is to slay dragons, and presumably the hero who uses it intends to do exactly that. I think it's entirely appropriate that the hero should get to use the sword for its intended purpose, even it isn't in the dragon's best interests.
I don't see it as cheap...I see it as the pragmatic action of a dragon that isn't a stooge to be slain, but rather an NPC creature with desires and motivations of its own. I believe Sunder is based on an opposed attack roll. If the Dragonbane sword is as good as it's supposed to be, the dragon won't be likely to break it.
But then again, in a game of dice, it
might happen. And then (*gasp*) players might have to think up a
plan instead of following the rote script of 1. find dragonbane sword, 2. go to dragon's lair, 3. slay dragon.
I agree that D&D is supposed to be fun...for
everyone, including the DM. It's no fun for me if I know how it ends before we start playing. In my opinion, that's what White Wolf games are for, and I enjoy them quite a bit. In D&D, dice play a large part in determining the outcome. I don't want my players to fail, and I don't set out to dismantle them or their gear, but a predetermined victory just isn't fun for me. Yes, I
expect them to win...that's why I use the CR/EL system...but I say once more: in a game of DICE anything can happen.
I do want my games to tell a story as well (my Story Hour should be proof of that)...I just want the writing to be collaborative rather than coming up with the whole thing before my players even sit down at the table.