Victim
First Post
Well, there's not much I won't play.
I'm not much of a fan of the grim-gritty style. To me, it seems that proponents of that style want weak characters, because it's easier to predict the flow of the game. Surrond the PC with guards, and he has 2 choices: die or surrender. Surrond a powerful PC with guards, and the resulting endings might be surrender, death, escape, or the defeat of the guards. Gathering information is another area where there's a huge difference between powerful DnD characters - not only can mundane sources in the immediate vicinity be consulted, but characters might also attempt scryings, divinations, search with magical aid like detect evil, rapidly travel to other places where info might be availible, etc. Each story event is much more complex and the results often less predictable. Then the additional factors are compounded by each event, since a change early on can lead to a drasticly different conclusion.
Here's another interesting comment, from the Second-World Simulations site:
I'm not much of a fan of the grim-gritty style. To me, it seems that proponents of that style want weak characters, because it's easier to predict the flow of the game. Surrond the PC with guards, and he has 2 choices: die or surrender. Surrond a powerful PC with guards, and the resulting endings might be surrender, death, escape, or the defeat of the guards. Gathering information is another area where there's a huge difference between powerful DnD characters - not only can mundane sources in the immediate vicinity be consulted, but characters might also attempt scryings, divinations, search with magical aid like detect evil, rapidly travel to other places where info might be availible, etc. Each story event is much more complex and the results often less predictable. Then the additional factors are compounded by each event, since a change early on can lead to a drasticly different conclusion.
Here's another interesting comment, from the Second-World Simulations site:
Gamemasters like games with weak player characters. There are some pragmatic reasons for this. You can have played your Call of Cthulhu character for 18 years straight and I can still send you through one of the introductory scenarios that shipped with the old first edition boxed set. Every scenario ever written for a game with weak players is usable at any time. I can keep throwing the same old monsters at the players; I can even use the same thug written up on a yellowing old 3x5 index card for years in a game with weak characters. But that’s not the only reason gamemasters like games with weak player characters. It’s easy to smack around weak player characters. We can have a yellowed-index-card thug point a gun at weak player characters and expect them to actually put their hands up, just like in the movies. If you slip a weak player character a Mickey he falls unconscious, just like in the movies! Now we’ve got a captured player character and getting one of those without doing it in a boxed text section is perhaps the most difficult thing a gamemaster can ever accomplish. And just think of all the stories that rely on captured player characters; prison breaks, master villains revealing their plan, meeting the important NPC who happens to also be in a prison.