Ok, time to set the record straight.
My first post was meant to send a message, but also to be humorous.
Here is what should REALLY happen:
- A group of friends gets together, and considers how to have a good time.
- They decide to play D&D.
- They ask if anyone will volunteer to be the DM (and perhaps, DMing will be a rotating job.)
- Someone volunteers to be DM.
- The DM and his *FRIENDS* sit down and discuss what kind of game they'd like to play, be it hard or easy or roleplaying heavy or roleplaying light or whatever.
- The DM and players agree on what kind of game would satisfy them all.
- The DM and players work out the rules they will use for play.
- The players create characters. The DM selects his adventure.
- Everyone plays D&D, and hopefully everyone has a good time.
- After the game, the group of *FRIENDS* discusses how to increase the fun the next time around ... and who will DM next, what kind of game they want next session, what changes in rules should occur, and so on.
I was bluffing in my first post, and a lot of you fell for the bluff.
I played Evil DM, and you believed it.
But a good DM and his friends would discuss matters beforehand. If the DM was going to be blustery, in-your-face, evil and nasty, and all that stuff, the players would know about this beforehand, expect it, and - most importantly of all - the players would have AGREED to it.
Or, as follows:
The DM: ARRRRGGGGGGGGHHHHHHHH.
The Players: We knew you were going to do that!
The DM: ARRRRRRRRRRRGGGGGGGGGHHHHHHH.
The Players: Break out that 2 litre bottle of pepsi, could you?
The DM: Sure thing.
I rarely, if ever, kill PCs.
When I have killed PCs, I have always made options available for resurrection and the regaining of items.
I learned from that experience where the DM had his devil NPC take everyone's souls (mentioned in an earlier post in this thread.) I was 11 years old at the time. I saw what that did. I saw the anger and misery that caused. I vowed never to make that mistake when I DMed.
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The problem, is how to defeat BOREDOM.
In this, I'm faced with a paradoxical problem that has plagued DMs since Gary Gygax and Dave Arneson created the game.
As a DM, I need to challenge my players, and D&D involves a risk of dying ... that's a part of the challenge, that PCs can die.
But if I kill PCs, feelings get hurt. You know that. I know that. You can say people are 'mature' and can take it, but we all know very well that nobody likes losing characters.
Besides, these are my friends. I'm DMing to help them to a good time, not an unpleasant experience.
But ...
If I do not challenge my players, do not make the threat of death a reality, then they grow bored. Boredom will eventually kill the campaign. Boredom also leads to group fighting that might break up the group. I've seen both happen.
I can mitigate the onslaught of boredom with roleplaying emphasis, with puzzles, with all manner of challenges that don't relate to life-and-death situations, but in the end the game drags us all back to that life-and-death situation. It's just inherent in the game. (Look at the rules ... most of them involve how to kill things, or how things kill the PCs. That's the way D&D is, like it or not.)
I don't want my players to be bored. That's no fun.
I don't want to hurt feelings by killing PCs. That's no fun.
What to do?
Well ...
Bluff. Illusion. Make the players think there is a threat, when there isn't.
In my first post in this thread, I pulled this bluff on you. And even though I stated specifically in that post that I wasn't about killing characters at all, the bluff worked so well that many of you bought it ... to the point of depicting me as this maniacal killer of an antagonistic DM from hell.
Well, if I can bluff you, I can bluff my players.
As long as they *think* they are in danger, they (if they enjoy challenges) will enjoy themselves.
But since they are not losing their characters, no feelings are hurt, and the game ends happily. (Or, if a character is killed, a way out to bring that character back mitigates any hurt feelings, while amplifying the illusion.)
That dragon above is such an illusion. I went to the trouble of re-reading Ancient Wyrm Red Dragons in the Monster Manual. This beastie is up against a party of 6 5th level characters.
Of course there will be mitigating circumstances, that give the party an edge. The point, is to make these mitigating circumstances subtle enough the party doesn't realize I did anything. The houseruled Stoneskin is a case in point.
The player of the elven female wizard, will think she thought up the Stoneskin idea, heroically flew up to face the dragon, and downed it with a CRASH and a WHAM!
Why didn't the dragon fire his breath weapon? Because he wanted a fresh and tasty elven girl morsel to eat! No need for a breath weapon against one puny humanoid!
Dragons suffer from pride and overconfidence (especially when faced with one little humanoid girl.) Dragons are arrogant and condescending. Dragons know they are supreme, and the world had better realize this or pay the price!
And thus THIS dragon came in for the tasty morsel and ... well ... CRASH, WHAM!!
The party will not think I, the DM, went easy on them.
The party will think the dragon, in his overwhelming power (and it is overwhelming, compared to theirs) just decided to eat the elven girl for lunch, and got a nasty surprise instead.
The dragon, now dazed on the ground and unable to take any action for several rounds, offers the party a chance to either risk trying to kill it (while it's still helpless) or getting the heck out of there (before it recovers.)
And in any case, I pointed out that I would throw various CR encounters at the party. Not all encounters will be with CR 20 dragons!!! This is a singular encounter. Nearly all encounters will be weaker than this.
(Incidentally, it was a CR 18 encounter, really. No Dragonfear.)
So what if the elven girl did not take the tactic I described?
There were other tactics available, also employing house rules (and that, also, is a part of the illusion ... the party thinks they are weak, but actually they are much more powerful than they think.)
Yes, the other party members had tactics ready. Tactics that might have worked. (If all else failed, they could have - before the dragon arrived - climbed into the Rope Trick (old version) the bard cast, and then have been totally safe.)
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The problem with my approach is that eventually even the best bluff is seen through (many of you saw right through my bluff in the first post, of course.)
Once my players see through my bluff, and realize there is no danger or little danger, the threat of boredom sets in again.
Then I have to figure out what to do as an alternative. And the first thing I will do is consult with my players, asking them how we can renew the fun.