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General Tabletop Discussion
*TTRPGs General
DMs are too easy on their players
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<blockquote data-quote="ShinHakkaider" data-source="post: 3630775" data-attributes="member: 9213"><p>While I disagree with the way the point was made I DO agree with one thing especially in regards to some posts that I read on this board. When I read things along the line of "well, I try not to have character deaths in my game because that's no fun for the players" it makes me wonder if, well I'm just old. Because I just always assumed that death was part of the risk of adventuring and playing the game. TO ME it's like people griping about being sent back a few paces while playing TROUBLE, or losing your Knights or Queen while playing chess or landing on Park Place or Boardwalk when there are hotels on them. It's part of the risk when you play the game. Of course as a player you try to minimize that risk and it's up to the DM to set the tone of the game at the beginning (if your playing a political game then death has a higher crimp factor than a default adventure game). </p><p></p><p>Also I find (and this is just my experience, mind you) that when you challenge your players they tend to rise to the occasion. Even if they fail and escape with their lives the challenge is usually enough to motivate them to return or is impressive enough to make them stay away for a while at least. Some of my older players have wandered into situations after flat out ignoring hints that the threat might be too much for them and through planning and resourcefulness did better than I would have expected. </p><p></p><p>To me D&D is a GAME first and not an exercise in storytelling. That being said some of the best games that I've been part of as a player and as a DM is where things developed on their own and there was a very real element of danger. When you mollycoddle your players it pretty much neuters that danger and for me, the fun.</p></blockquote><p></p>
[QUOTE="ShinHakkaider, post: 3630775, member: 9213"] While I disagree with the way the point was made I DO agree with one thing especially in regards to some posts that I read on this board. When I read things along the line of "well, I try not to have character deaths in my game because that's no fun for the players" it makes me wonder if, well I'm just old. Because I just always assumed that death was part of the risk of adventuring and playing the game. TO ME it's like people griping about being sent back a few paces while playing TROUBLE, or losing your Knights or Queen while playing chess or landing on Park Place or Boardwalk when there are hotels on them. It's part of the risk when you play the game. Of course as a player you try to minimize that risk and it's up to the DM to set the tone of the game at the beginning (if your playing a political game then death has a higher crimp factor than a default adventure game). Also I find (and this is just my experience, mind you) that when you challenge your players they tend to rise to the occasion. Even if they fail and escape with their lives the challenge is usually enough to motivate them to return or is impressive enough to make them stay away for a while at least. Some of my older players have wandered into situations after flat out ignoring hints that the threat might be too much for them and through planning and resourcefulness did better than I would have expected. To me D&D is a GAME first and not an exercise in storytelling. That being said some of the best games that I've been part of as a player and as a DM is where things developed on their own and there was a very real element of danger. When you mollycoddle your players it pretty much neuters that danger and for me, the fun. [/QUOTE]
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