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Do you like being slated to win?

What level realism do you like (Assume a hefty story element)?

  • Super-heroic: Characters hardly, if ever, die.

    Votes: 13 10.4%
  • Heroic: Death is very uncommon.

    Votes: 47 37.6%
  • Normal: Death lurks in dark places.

    Votes: 40 32.0%
  • Gritty: Death always hovers over your shoulder. Dice are not fudged.

    Votes: 25 20.0%

  • Poll closed .
I can't vote in the poll because I believe in all the choices to some degree.

But DougMcCrae is right about fiction; it's generally not a good choice to kill off your protagonist unless there's a strong story reason for it, because if they perish, then they do not learn from their experience.

I'm a merciless, blackhearted, cad of a DM. Living is worse than dying in my games, because death is an escape from all the drama and the plot twists and realizations and revelations characters must make about themselves and the characters they travel with. But conflict, drama, that's what story is all about. Death is saying NO to what's interesting about fiction. It's saying NO to future change.

There is no resurrection or raise dead in my games, because that's just silly. When you're playing for keeps all the time, the drama and the conflict are substantially higher.

Death lurks around every corner in my games (well, depending on the tone the campaign is taking; I'm preparing to run something more like a fairy tale than LOTR right now), but characters almost never die in my games.

The ones that die are the ones to whom I've hinted "This is very dangerous," "This is extremely dangerous," "This is insanely dangerous," and if they continue to push forward down those courses of action, well... the dice will fall as they may. You almost have to choose it. Or the dice have to demand it so badly over a period of time, that it would look silly if it didn't happen.

I agree with the OP in that the very worst thing is to feel as though you are invulnerable (unless that's your character's pov) and that the DM will pull all of his punches. That's no fun for anyone. I've been in plenty of games where I've been like "Oh, just kill me already," but this has always been because the game was agonizing and the DM was pulling his punches to keep me at the table to endure more of his torture (i.e. leading me by the nose through the plot like he's reading me his novel).

So I think the threat of death should always be there, but players who care and act intelligently should not be punished for striving to succeed. It really is a finessing thing on the part of the DM. You have to make sure that threat is always looming and that the world feels dangerous, but when the PCs are trying their hardest, you shouldn't discourage them with their bad luck by saying "Well that's reality for you."

All of this said, I recommend getting the character in trouble instead of getting him killed. And worse trouble and worse trouble and worse trouble. Conflict is drama, and it is interesting. Death is "the end" and there is no more after that... unless you're using raise dead & resurrection, in which case, death isn't really death so go ahead and kill whoever you want. They'll be back. "Magically." yech.
 

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I'm tempted to say "normal" because I like a palpable feel of danger. Then I think about the number of PCs I've actually killed in 25+ years of DMing (not including a few one-shots intended to run against type) and I have to say I end up "heroic".

Really, random deaths are what suck. It isn't the orc chief with a greataxe+72, it's the lich with disintegrate that cheeses me off.
 


Character death and even a TPK is possible in 4e. Several happened in playtest. Characters do become harder to kill as they level... but that seems natural to me, right up to the epic concept of characters having to be effectively killed twice in an encounter to be truly dead at the highest levels.

I don't fudge the dice. I roll everything in the open, but I will adjust monsters' tactics within believable limits if I think I'm running things too lethal. In the end my game is an action movie or a great novel, and the players' characters are the heroes. Deaths occur in my games. Even whole parties, but I've always tried to make those deaths mean something larger than simple random fatalities because the world is just generally dangerous.
 

I'll vote for little to no chance of failure or death, with one caveat.

When it comes to D&D, I'm mostly a tactician, which means I want my choices and decisions to matter, and that I want smart choices and decisions to be rewarded (the definition of "smart" will vary from player to player and DM to DM, but that's another story ;)).

Ideally, if I come up with a good plan or a creative idea, I want victory to be all but assured. On the other hand, I accept that if I was stupid, careless or negligent, I might fail, and even though I wouldn't be happy about failing, I would accept that I deserved it.
 

wayne62682 said:
it is the DM's job is to create the illusion of failure while steering the PCs towards success in the end.
I come down on the far opposite side of this, I think the players should ultimately be responsible for their success or failure. If failure is illusory and success is all but assured, what impact does any choice I make as a player have? And if my choices as a player don't matter, what am I doing there? (This is also another push towards failure not automatically being fatal. The players should be able to fail without having to stop playing.)

That said, even though I voted for "Normal" as an average of Gritty and meaningful, less random death, I'd like to add that I'm "No Fudged Dice" across all levels of play. (And as some posters have mentioned above, I think there is a case to be made for the Gritty/Superheroic games.)
 

I like combats against believable opponents.

If I know kobolds are shifty bastards, and they have their ambush set up to take advantage of that, i fully expect a tough fight. If the terrain doesn't allow them to be shifty, I expect to kill them much more easily.

Cheers, -- N
 

Somewhere between "normal" and "heroic", tending towards the latter. I like having themed campaign arcs, and having your characters (especially ones who are linked to the campaign) keel off randomly is a big hassle.
 

Doug McCrae said:
If all the protagonists are dead then in what sense is it the same story?
I was discussing this very point last night with my wife (who is also one of my players). I agree completely, and it's why I will never have a TPK in my games unless the players do something really stupid, at which point we'll start a new campaign. There has to be some continuity in characters if the ongoing story is going to make any sense.
 

phindar said:
If failure is illusory and success is all but assured, what impact does any choice I make as a player have? And if my choices as a player don't matter, what am I doing there?
Even if character success is all but assured, this does not mean characters have no meaningful choices. There is more to D&D than "live or die" and "succeed or fail".
 

Into the Woods

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