Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
DMs are too easy on their players
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sound of Azure" data-source="post: 3630090" data-attributes="member: 40749"><p>The main DM I had when D&D 3e first came out was much like what the OP has suggested is best. We lost a lot of PCs, and we realised that we weren't having a lot of fun getting mowed down all the time. So we upped the game.</p><p></p><p>There's a short story by Alastair Reynolds named Diamond Dogs, where a bunch of people have to solve mathematical problems in order to advance through an alien tower. If they fail, there is lethal result. The people resort to extreme measures to increase their brain power, they reduce the need for sleep, they even eventually replace their entire bodies so that they can continue to advance through the ever smaller rooms of the tower.</p><p></p><p>Our group's PCs became like that. Our characters became ciphers, extremely specialised tools to "win" the dungeon. They were just there to fulfil our role in the dungeon, and that's all. While this process certainly helped me understand the rules of the game a heck of a lot better, it wasn't very healthy. It's also the reason both my best friend and I started our own games. We simply needed a break from the tension.</p><p></p><p>Such a play style is great for specific play environments, but not all of them. Being "on the game" 100% of the time is grating, and tiresome IMO. Like a film, book, or computer game, RPGs should have what's called pacing. For me, ideally there should be some moments of intensity (like the OP), but also other slower moments too where the PCs aren't under assault.</p></blockquote><p></p>
[QUOTE="Sound of Azure, post: 3630090, member: 40749"] The main DM I had when D&D 3e first came out was much like what the OP has suggested is best. We lost a lot of PCs, and we realised that we weren't having a lot of fun getting mowed down all the time. So we upped the game. There's a short story by Alastair Reynolds named Diamond Dogs, where a bunch of people have to solve mathematical problems in order to advance through an alien tower. If they fail, there is lethal result. The people resort to extreme measures to increase their brain power, they reduce the need for sleep, they even eventually replace their entire bodies so that they can continue to advance through the ever smaller rooms of the tower. Our group's PCs became like that. Our characters became ciphers, extremely specialised tools to "win" the dungeon. They were just there to fulfil our role in the dungeon, and that's all. While this process certainly helped me understand the rules of the game a heck of a lot better, it wasn't very healthy. It's also the reason both my best friend and I started our own games. We simply needed a break from the tension. Such a play style is great for specific play environments, but not all of them. Being "on the game" 100% of the time is grating, and tiresome IMO. Like a film, book, or computer game, RPGs should have what's called pacing. For me, ideally there should be some moments of intensity (like the OP), but also other slower moments too where the PCs aren't under assault. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
DMs are too easy on their players
Top