Do you "save" the PCs?

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The excitement that comes from playing adventures as a game rather than a story is basedon not knowing if the eventual outcome will be an epic story about mighty heroes conquering the villain or a tragic tale of a handful of nobodies who got dissolved by green slime while trying to seek their fortunes.
I'm with you until the nobodies get dissolved by the slime. For me, a campaign is exciting so long as the PC's can fail to conquer the villain --and perhaps then play through the consequences of that failure. I see see slime-dissolving as somewhat counter-productive (because then the PC's won't have to deal w/the aftermath of their initial failure).

Think of it in terms of the Rocky movies. Rocky 2 would have been much less interesting if Apollo Creed had killed Rocky in the ring at the end of first movie, leaving Rocky 2 to feature an entirely different protagonist coincidentally also named 'Rocky'.

If only a handful of combats were deemed interesting enough to be considered potentially lethal then I guess I would only run a handful of combats for the entire campaign.
This is more-or-less what I shoot for in my campaigns. No random encounters, no filler rooms in the dungeons (well, actually, no dungeons at all).

If the players are aware that the mechanics and the tweaking will generally see them through the "regular" combats then how is their decision to engage in the activity meaningful?
This is why you eliminate 'regular combats' in favor of ones where something the PC's care about (or will care about) is at stake.

If the primary purpose of playing is to explore the ongoing story of the adventurers instead of playing the game to determine if there will be a story then the issues being discussed here have no meaning.
The point I'm trying to make is it's still a possible to make a game about a group of protagonists who rarely, if ever, die. Death-lite doesn't mean game-light (or predetermined story-heavy).
 

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What this all boils down to is this: Is the group there to play a game or engage in a session of wish fulfillment storytelling? Both can be fun if everyone is on the same page.
There are, of course, more options than "playing a game" and "wish fulfillment storytelling." There's a whole spectrum of playstyles in there that cannot be characterized by either of these two extremes.

Not to pick on ExploderWizard, because this is common in this thread, but the words you choose to state your position affect others' reactions to it.

If you don't like fudging and say "Fudging is fine...if you like wish-fulfillment storytelling. I'd rather play an honest game", that's loaded with implications. Similarly, "Fudging is fine...as long as you realize you're being dishonest".

If you really believe that fudging is simply a matter of preference, there's no need for dismissive language such as this. Now we know that some posters don't believe it's a matter of preference, but that's a different story.
 

(You may now post & have the last word. At least so far as my exchanges here with you are concerned. ;) )
My last word will then be this. Dude, it's not just me. You can try to portray this is a lone individual who's making unreasonable readings of your posts. But it's not just me. Several other posters have noted the tone and content of your posts and the implications they have with respect to other players' preferences. It's not a lone voice out to defame you, it's a number of very experienced gamers calling you on your claims.
 

But I also have some inclination to agree with this. And I'd add - part of what can make a combat fun is that the players get a chance to express their PCs via the action resolution mechanics. This is a bigger deal in some systems than others - not such a big deal in AD&D or RQ, where there is not much round-by-round choice to be made (your best attack, defence etc were already chosen at character generation) but a big deal in 4e and Rolemaster, for example, because every round the player has a range of options from which some selection has to be made. Especially where those choices are flavourful and affect the way the combat unfolds, they can be meaningful choices even if death is not on the table.

To give a concrete example. Suppose the player of the samurai chooses a high risk, high reward strategy. If the samurai cuts down all the opponents like chaff, we have a story about prowess and also, perhaps, about arrogance. If the risks are realised, and the samurai is actually beaten off by one of the opponents, having to fall back and receive healing wile the monk goes on to finish the combat, then the story becomes one about reliance, teamwork, succour and perhaps comeuppances.

These meaningful player choices which lead to differences in what's happening in the story - both in the gameworld, and at the metagame/thematic level - can take place even if PC death is not on the table because the samurai and monk are virtually guaranteed, if played cleverly, to wipe out the opponents one way or another.

To try and reconcile my two inclinations: I agree with Exploder Wizard that we should avoid meaningless encounters, but really want to stress that combat and encounters can be meaningful (for some players) even if death is not on the table because they can still provide an outlet for meaningful choices that express the character of the PCs and drive the story forward. And I'm saying this not just as theory, but based on my actual play experience.

On the other hand, Exploder Wizard, I get a strong sense that what I've described is really not the sort of D&D game you're interested in playing. And obviously that's fair enough. I'm enjoying this conversation about different playstyles. Apart from anything else, it's making me work hard to try and express what exactly it is that I enjoy about fantasy RPGing, and how the mechanics of the game feed into that.

In my games, once the dice come out, there are no guarantees.

I think a note here about death and the stakes of combat are in order. I do not mean to imply that every confrontation in the campaign will effectively be " toe to toe nukkler combat against the russkies". :lol:

First and foremost, results arising from the loss of combat will dependent on the nature of the enemy and the game world situation. This is a factor that affects the decision making process.

For example: The party opens up a door while exploring a dungeon. They see a filthy room infested with giant rats. One of the factors in play regarding their decision to fight the rats is the nature of the threat. The rats are critters of animal intelligence most likely to eat fallen PCs. The threat is therefore one of a grisly death and becoming rat food.
The rats will not capture a fallen PC or give any quarter no matter how much it might suck for a PC to become rat chow.

A different example: The party is asked to turn over their money and possessions by a group of bandits in the forest.
Unless the party has information that these thugs are merciless killers a fight with these enemies need not be lethalif the party is unable to defeat them. Smart bandits know that a sheep can be sheared many times but roasted only once.
The bandits will likely knock out, strip and bind the PC's and make off with their stuff. This is good for the bandits. After all the PC's might get new stuff, come back looking for vengeance, and the bandits can rob them again! :p

Every situation is different and the NPC's/monsters will do whatever they believe is in their best interestwith regard to defeated PC's. The players can certainly try and influence the default situation with offers of surrender, parley, or whatnot. Once again, the viability of these attempts depend on the nature of the foe.

In these situations there doesn't need to be any fudging to arrive at a less than lethal outcome.


The point I'm trying to make is it's still a possible to make a game about a group of protagonists who rarely, if ever, die. Death-lite doesn't mean game-light (or predetermined story-heavy).

If the game you are playing doesn't feature activities that players could possibly think could result in character death then I agree.

There are, of course, more options than "playing a game" and "wish fulfillment storytelling." There's a whole spectrum of playstyles in there that cannot be characterized by either of these two extremes.

Not to pick on ExploderWizard, because this is common in this thread, but the words you choose to state your position affect others' reactions to it.

If you don't like fudging and say "Fudging is fine...if you like wish-fulfillment storytelling. I'd rather play an honest game", that's loaded with implications. Similarly, "Fudging is fine...as long as you realize you're being dishonest".

Implications, or the harsh truth?

If you really believe that fudging is simply a matter of preference, there's no need for dismissive language such as this. Now we know that some posters don't believe it's a matter of preference, but that's a different story.

It is, and always has been a matter of preference, to play a game or not.
Neither option is badwrongfun if the participants are enjoying the process.
 


In my experience, almost every DM I have known since 1978 has fudged the dice at some point in their games. And almost every Player I have known or played with has known this to happen at some time in their character's career. They have all felt that fudging is OK, as long as it isn't abused or if the fudge occured and no one was the wiser.

[As a matter of clarification, I am talking about fudging a die maybe 1 time every 10-20 sessions or so. That's a lot of dice rolls, so the fudging instance may have weight for the moment it occurs, but not over the course of the campaign.]

This is a LOT of DMs and Players in the past 32 years. The reason I can say this, is that the fudging topic of discussion inevitably came up with almost every game group after the group had settled a bit and been established.

My experience is different than Raven Crowking's or Jeff Wilder's, but it is no less valid an experience.

These DM's and Players aren't just a bunch of melted popsicles.

I could say that the rare fudge actually makes the game better, but I won't know because the fudging event has already happened and I cannot reverse time and change it. But I do recall one case where it would have been better.

In one of my early campaigns, a player had become invested in his PC after a year or more and was really bummed when the PC died because of a die roll and a misunderstanding of the encounter details (1e/2e, no battlemat, purely room descriptors and the varied imaginations of 4 players and a DM). When the player asked if he can simply be wounded badly instead of dead and still play the PC, I immediately thought that I should have just fudged the die and made him badly wounded in the first place. Or tell him that he was criticaled and badly wounded and unconcious (instead of dead).

Would this "fudge" have been bad? Am I a melted popsicle?
 

If the game you are playing doesn't feature activities that players could possibly think could result in character death then I agree.
While the game we play does feature a great deal of talking, it has it's fair share of fantasy violence; sword fights, jumping out of airships, fighting nascent gods, etc. Come to think of it, some of the talking could lead to the PC's death... in theory, at least.

I get it that you prefer games where PC death is on the line. Which is cool.

But why do you need PC death in order for a campaign to be considered a game? This is the part I don't get. If loss conditions exist along side victory conditions, and you play in order to determine the outcome --ie opposed to having a predetermined outcome-- then it's a game, right?
 

When the player asked if he can simply be wounded badly instead of dead and still play the PC, I immediately thought that I should have just fudged the die and made him badly wounded in the first place. Or tell him that he was criticaled and badly wounded and unconcious (instead of dead).

Would this "fudge" have been bad? Am I a melted popsicle?

I think the player asking and you saying yes is way better than fudging.
 

But why do you need PC death in order for a campaign to be considered a game? This is the part I don't get. If loss conditions exist along side victory conditions, and you play in order to determine the outcome --ie opposed to having a predetermined outcome-- then it's a game, right?

Quite correct. Victory and loss conditions that are known to the participants along with a chance of either being achieved through play is enough to have a game. No one dies in Monopoly but it is still a game.
 
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That doesn't really address Hussar's point. As you show here, one player's "abuse" is another player's "fun time."

To me, "abuse" means doing things with your authority that the group does not enjoy. If all of your players enjoy fighting that red dragon at 2nd level, then dropping it on them is not abuse. If they hate it, it is abuse.

So I can make you an abuser by deciding I don't like your behavior?

What does and does not constitute abuse, then, depends entirely on the group's preferences. That's a theme of the thread: it depends on the group.

Now, achieving agreement within a group is not always easy (see your example), and there are usually compromises that needs to be made. But there is no use of a DM's authority that can be inherently labelled as being abusive.

It does not intend entirely on the group preferences. It depends substantially, but it also depends on what the group's best interests are, whether they understand them or not, and also on what is real.

Again, because this is a game of make-believe.

... Involving real humans...

If the group likes it, then it's not abuse.

If the group likes it, then it's not abusing them. If the group likes it, but they introduce a new player who finds something abusive, then it can be called into question whether the behavior is abusive.

You can't say that pitting a red dragon against 2nd-level characters is an abuse of DM authority without considering who's playing the game. Maybe that's what the group wanted: to fight a nigh-impossible foe, maybe they'll get REALLY lucky and one of them might survive. If they have fun fighting the dragon, then it's not abuse.

That's a facile response. The fact is, such a fight is going to be fun only as a vicarious exercise in absurd destruction. It is an abuse of authority, unless the GM is prepared to follow through with what was promised. If I did this as a practical joke, very well, but it falls on me then to be funny, and probably also to supply the game or an acceptable equivalent at some point. It is always an abuse in a (presumably) serious game, period, because it's non-serious.
 

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