Crit happens
I want a shirt with that on it!
Crit happens
I want a shirt with that on it!
I'd like it if defeat led to in game consequences and story implications but more often defeat means death and the story comes to a screeching halt.
I think I saw one down at Comic Con one year. I think the guy had it made. I've been meaning to have half a dozen made up to give out to my new group-mates.
I don't understand this. Defeat means whatever the DM wants it to mean. NPCs don't have to kill dropped PCs. Especially since rescue senarios are so fun to plan and run... there is often a sense of excitement at the table during them that isn't present for more mundane missions. Just cause WotC says -10hp = death and all your players know that doesn't make it so.
Too often, DMs punish that behavior by rewarding little or no XP for an encounter, because it was "too easy". The encounters are supposed to be close calls.
The rest of the party could retreat, but extracting the fallen comrade could slow them down so much they wouldn't make it, so either they stand and fight or explain to their friend sitting at the table "Start rolling up a new character. Sorry the rest of the evening is toast."
Too often, DMs punish that behavior by rewarding little or no XP for an encounter, because it was "too easy". The encounters are supposed to be close calls. And since they are, it's not until a party member falls that it starts to look like a losing proposition. The rest of the party could retreat, but extracting the fallen comrade could slow them down so much they wouldn't make it, so either they stand and fight or explain to their friend sitting at the table "Start rolling up a new character. Sorry the rest of the evening is toast."
I know that I could take PC death out of the game. My point is that the same players who complain that they are having a hard time getting into the campaign with new characters after a TPK are the same ones who would sputter "what's the point" if negative 10 didn't mean dead.
It's the culture of the game and it's a weird dichotomy. Players want the threat of dead PCs but too many dead PCs and the players get frustrated.
Well to me that's part of the great story. We've had games where the PC was put in a situation that he was most likely going to die in....and lived. We still talk about those characters to this day. And then there are those characters in a similar situation, the dice fell as expected, and they died. Those characters are forgotten and we move on.
I've found over the years I've played that some of the best parts of the story are those moments when both player and GM alike know that this might be it...and the player makes it out somehow. However, the price to it is sometimes it doesn't go the players way and then you lose a character. But I would much rather risk it to have some of those truely memorable characters that I can talk about months and years later than to always play it safe.