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Boss Monsters? I Just Say No!
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<blockquote data-quote="staticdrifter" data-source="post: 7758255" data-attributes="member: 6667324"><p>I agree with lewpuls comments entirely.</p><p>The term, "boss", has grown from the video industry, and although D&D has always had high-level adversaries, it has never had, nor should have, the video-style "boss".</p><p>Pointing out older game version adversaries doesn't make any points here as the base trait of the"boss" remains the same: The accepted anticipation of a recoverable death that is totally absent (or should be, at the very least). </p><p></p><p>I encounter way too many players these days who expect a video experience from a tabletop game. They want 20th level adversaries and events with 1st level characters, leveling after every fight, and non-stop, non-resting, and non-interactive restock and resupply at every turn.</p><p>Many of these players have little consideration for role-play, leave character sheets almost blank (why write down equipment if you expect everything you need to be in a clearly marked and labeled box sitting right In front of the door with the monsters behind it), and refuse to believe that they can get killed by 10 orcs when it takes hundreds to kill them in the video game!</p><p>Besides, if we die, we'll just try again.</p><p></p><p>Most of these player do not last (Thank Moradin) more than a few sessions before they decide not to return, but more and more of todays newbies are locked into this video-game mentality.</p><p></p><p>Wizards is not helping with the new versions released (4 & 5). The hype is action, rules clarification is lacking, and there is blatant cross- over of concepts and actions from their M:TG line.</p><p>Once again, big difference in expectations between a card game and an RPG.</p><p>The concepts are not the problem, however, the explanations and rules coverage are.</p><p>2018 D&D is not the sane game as 1975 D&D, but it should be.</p><p></p><p>The game rules used to give sensible explanations and realistic expectations, now you get core mechanics and quick glossed-over blurbs that generate more questions than answers. </p><p></p><p>Boss monsters have no place in the vast majority of scenarios or campaigns for D&D. </p><p>Powerful villains with hidden agendas and characters with careful planning and diligence are what set D&D apart.</p><p></p><p>I've never used any "boss" monsters and I've successfully concluded many games in the last 40 years both as player and DM with many long-term players at my table.</p><p></p><p>I DM with two simple rules:</p><p>1) There's no guarantee that you will make it to level 20.</p><p>2) If you play stupid, you die, stupid.</p><p></p><p>No " bosses" necessary.</p><p></p><p>Take your time, watch your step, and stay alive. Played as Gary & Dave intended.</p></blockquote><p></p>
[QUOTE="staticdrifter, post: 7758255, member: 6667324"] I agree with lewpuls comments entirely. The term, "boss", has grown from the video industry, and although D&D has always had high-level adversaries, it has never had, nor should have, the video-style "boss". Pointing out older game version adversaries doesn't make any points here as the base trait of the"boss" remains the same: The accepted anticipation of a recoverable death that is totally absent (or should be, at the very least). I encounter way too many players these days who expect a video experience from a tabletop game. They want 20th level adversaries and events with 1st level characters, leveling after every fight, and non-stop, non-resting, and non-interactive restock and resupply at every turn. Many of these players have little consideration for role-play, leave character sheets almost blank (why write down equipment if you expect everything you need to be in a clearly marked and labeled box sitting right In front of the door with the monsters behind it), and refuse to believe that they can get killed by 10 orcs when it takes hundreds to kill them in the video game! Besides, if we die, we'll just try again. Most of these player do not last (Thank Moradin) more than a few sessions before they decide not to return, but more and more of todays newbies are locked into this video-game mentality. Wizards is not helping with the new versions released (4 & 5). The hype is action, rules clarification is lacking, and there is blatant cross- over of concepts and actions from their M:TG line. Once again, big difference in expectations between a card game and an RPG. The concepts are not the problem, however, the explanations and rules coverage are. 2018 D&D is not the sane game as 1975 D&D, but it should be. The game rules used to give sensible explanations and realistic expectations, now you get core mechanics and quick glossed-over blurbs that generate more questions than answers. Boss monsters have no place in the vast majority of scenarios or campaigns for D&D. Powerful villains with hidden agendas and characters with careful planning and diligence are what set D&D apart. I've never used any "boss" monsters and I've successfully concluded many games in the last 40 years both as player and DM with many long-term players at my table. I DM with two simple rules: 1) There's no guarantee that you will make it to level 20. 2) If you play stupid, you die, stupid. No " bosses" necessary. Take your time, watch your step, and stay alive. Played as Gary & Dave intended. [/QUOTE]
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