jgsugden
Legend
There are judgement calls here - but the game itself, within the rules, sets up ways to bring back the dead, etc... That is all fine. They're set up. What is not set up would be the deus ex machina BS that we all can feel when it happens.Okay. So what about where it isn't contrivance? Even if it isn't explicitly prepared for in advance, if room is left to make it a reasonable adaptation, is that somehow a problem?
The real test is whether the PCs feel the DM 'saved' them. It is contrivance when it feels contrived.
The DM should always strive to be an impartial judge. A little bias may slip in because we're all human. However, what I am arguing here is that you do not need to be partial to the players to make sure they enjoy the experience - and in fact that is going to rob them of agency and take away from their experience. I have 40 years of experience in D&D, as a player and as a DM, that backs me up 100% here. For the last 40 years, I set PCs up for success before the game, but strive to be impartial during the game and let the chips that have been set up fall where they may.Except that the DM can never be an impartial judge. They must always be partial to some degree, because they want the players to enjoy the experience.
Obviously, when the PCs do something entirely unexpected that has not been set up, I have to improvise a bit. However, I have a lot of prepared 'generic' material I can fill in to address the unexpected situation. I have level appropriate dungeons just waiting for me to drop them into a spot the PCs unexpectedly go to explore. I have hundreds of prepared NPCs, and thousands more that live in my memory primarily, that I can call on that have motivation and personality - as well as potential story hooks. Even when I have to improvise because the PCs are pushing me towards the unprepared - I have tried to develop an arsenal so that I do not need to make up everything and I can just try to implement what makes sense given what is known.
Let me turn this back on you and ask you why it is important that it not feel contrived (as I have been discussing). Here is a brief scenario:Is it still a problem when one works to make it completely unintrusive? Is it a problem if the DM tells you that's what they do--build actual justifications for bringing the character back, not just "because I said so"?
- 5th level PCs go into a dungeon. They set off a trap that alerts the first guardian - a fire giant
- In the first encounter a PC gets hit for a very high damage critical hit (70 damage) on a thrown boulder and drops to negative hit points - death (no death saves).
- The PCs have a spellcaster with the revivify spell, but no diamond dust.
- 3 rounds after the death, the combat ends.
- The DM describes the death of the giant and calls out that there is sparkly powder on his belt pouch.
- The PCs investigate immediately, discover diamond dust, and can cast revivify. The PC is brought back.
Most of the time, that situation would leave players feeling hollow. It would tell them, "Hey, as a DM, I'm not going to let you die. You're playing this game on easy mode. Even if the dice turn against you, I've got you. Even if you mess up, you don't have to suffer the consequences of your actions." Players get bored in these games because their actions do not matter. If they don't solve a puzzle - DM will solve it for them. If they don't roll well, it doesn't matter because the DM will just offset the bad luck. They're just there to say a few words that do not really matter while the DM plays his game.
However, what if that dungeon is a diamond mine and the room that the giant left was a jeweler's workshop that was once used to cut the stones found in the mine? Does that make the scenario feel less like a DM save and more like a lucky coincidence?
What if the PCs didn't know it was once a diamond mine when they went into the dungeon? Does suddenly finding out it was a diamond mine feel like just a way the DM is changing things to save them?
What if they explore further and find no other evidence that this dungeon used to be a diamond mine?
And how does the quality of the storytelling of the DM impact all of this together? What if the DM is just a really good weaver and can fold in a really believable reason for the diamond dust to be there that totally seems real to the players even though the DM is making it up on the spot?
Or, what if the storytelling DM has an off moment and despite having planned the situation as a mine, and despite having written down in advance that the giant had 300 gp of diamond dust in a pouch, the players groan and feel the DM just saved them from bad luck?
The answer to all of this is pretty much the same simple answer: If the players feel like the DM is saving them, then the players feel like they're along for the ride - not that they're actually playing the game. So where is the line where it is ok and where it is not? As with so many things, we should seek the guidance of old men and porn.
In 1964 the US Supreme Court had a case that essentially had to decide when something was porn, and when it was just artistic expression. We have a lot of Greek statues with naughty bits. We see drawings of nudes. We had Playboy which claimed to be classy and artistic nudity. Where do you draw the line?
Justice Stewart said that drawing a line is hard for a variety of reasons, but in the end, "I know it when I see it." Lots of people thought it a cop out and there has been a lot of litigation after the Supreme Court elected not to create a bright line test, but there is an important element in that decision that applies in so many places, including here - when people perceive there to be a problem, that is when there is a problem.
So, in the end, so long as your players do not feel like you after the fact stepped in to save them, you're likely not offending what I've suggested before. However, if they do feel you saved them - whether that is true or not - you have a problem.
So - a really good DM can get away with saving a player if they sell it to the players and they believe it, right? So long as the players believe it you're ok?
Not really.
Why? Because that is looking at only the incident, not the gaming experience as a whole. Players notice trends over time and become increasingly likely to feel like the DM is cheating for them ... even when each and every individual situation where the players got 'lucky' has a good - or even great - explanation. It is like when your partner has a good reason that explains away all the evidence that looks like cheating ... but that evidence keeps on piling up, despite the good explanations. "Where there is smoke, there is fire."
So how do I battle this? By trying to be impartial and not introduce anything 'after the fact' to help the players - and to let them suffer the consequences of their actions. I want my players to feel like I'm the BG3 DM. I've put a challenge in front of them, and if they look around they'll have the tools to beat it, but I am not giving the answer to them. I have challenges in my games that are too tough for them. They can find hints in advance that tell them they're up against something too tough if they continue, but if they miss those hints or discard them ... they can get in real trouble and I will not bail them out. I'll express regret when their PC dies, "Sorry, folks, but you saw the roll ... the breath weapon recharged ... and you're perfectly lined up. The dragon contorts its long neck to perfectly align with your group in the hallway and lets fly with a massive blast of acid at your wounded bodies. DC 17 Reflex Save - 78 damage, or 39 if you make the save."
I've got 40 years of this working for me. It has resulted in some harsh outcomes for players - but it also has made the rest of the game far, far, far, far better by making the players know that their actions matter - and that the luck of the dice also matters. They get a thrill when the dice roll because that know it means something.