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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Do your PCs lead a charmed life?
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="Deadguy" data-source="post: 1591265" data-attributes="member: 2480"><p>I've been thinking about this point recently myself. I tend to see the classic D&D model of PCs is that they are essentially unique within the world. The PCs deal with the situations that crop up because no-one else can! Note that this doesn't necessarily mean that the PCs are inherently more powerful than the NPCs - with higher ability scores, for example. Nor are tehy always the best-equipped. But they <em>are</em> generally in the right place at the right time (though echoing Xenoflare, many PCs end up seeing it as always being in the wrong place at the wrong time!). And they do become the ones that the NPCs turn to for help.</p><p></p><p>Now this model makes a lot of sense, since ultimately the game <em>is</em> about the PCs. I don't think that there's much call for games where the DM spends his time telling his players about how good his NPCs are and what they are busily doing! (Okay, there are some DMs like that, but they don't last long.) But this needn't be the only model.</p><p></p><p>When I returned to the D&D fold with the advent of 3e, I designed a new campaign setting, having long ago lost earlier D&D campaigns I'd run. One of the decisions I made was to get away from the 'unique PCs' feel. I treated PCs as bounty hunters-cum-troubleshooters-cum treasure hunters, and introuduced the idea that this was a <em>profession</em> that some people took up. So there are considerable numbers of adventuring parties - enough that getting a name and a symbol for the PCs is worthwhile. PCs might even have to compete to be recruited for plum jobs!</p><p></p><p>One thing that flows from this is that I designed a couple of long adventures where I knew the PCs were outmatched by their opponents. It was up to them to uncover their enemy and do what they could. But it was also up to them to understand when they were out of their depths, and either tell their employer, or bring in their own help. In both cases the players have backed off eventually, and let higher level parties take on the final steps of the 'mission'. And surprisingly they have been quite happy about this; to quote "it makes the world seem more real".</p><p></p><p>But even I would do this sort of adventure sparingly. It might be 'real' but it can feel frustrating for the players to always be butting heads against opponents who are beyond them. And this approach has, on one occasion, left me an adventure that was insoluble from the PCs' perspective, and which forced them to flee for their lives. Whilst that was realistic, it was unsatisfying for all concerned, if only because storylines that were playing out had suddenly to be dropped. </p><p></p><p>So, yes, PCs don't have to be unique or even really special. But they do need a fairly regular chance to succeed, IME.</p></blockquote><p></p>
[QUOTE="Deadguy, post: 1591265, member: 2480"] I've been thinking about this point recently myself. I tend to see the classic D&D model of PCs is that they are essentially unique within the world. The PCs deal with the situations that crop up because no-one else can! Note that this doesn't necessarily mean that the PCs are inherently more powerful than the NPCs - with higher ability scores, for example. Nor are tehy always the best-equipped. But they [i]are[/i] generally in the right place at the right time (though echoing Xenoflare, many PCs end up seeing it as always being in the wrong place at the wrong time!). And they do become the ones that the NPCs turn to for help. Now this model makes a lot of sense, since ultimately the game [i]is[/i] about the PCs. I don't think that there's much call for games where the DM spends his time telling his players about how good his NPCs are and what they are busily doing! (Okay, there are some DMs like that, but they don't last long.) But this needn't be the only model. When I returned to the D&D fold with the advent of 3e, I designed a new campaign setting, having long ago lost earlier D&D campaigns I'd run. One of the decisions I made was to get away from the 'unique PCs' feel. I treated PCs as bounty hunters-cum-troubleshooters-cum treasure hunters, and introuduced the idea that this was a [i]profession[/i] that some people took up. So there are considerable numbers of adventuring parties - enough that getting a name and a symbol for the PCs is worthwhile. PCs might even have to compete to be recruited for plum jobs! One thing that flows from this is that I designed a couple of long adventures where I knew the PCs were outmatched by their opponents. It was up to them to uncover their enemy and do what they could. But it was also up to them to understand when they were out of their depths, and either tell their employer, or bring in their own help. In both cases the players have backed off eventually, and let higher level parties take on the final steps of the 'mission'. And surprisingly they have been quite happy about this; to quote "it makes the world seem more real". But even I would do this sort of adventure sparingly. It might be 'real' but it can feel frustrating for the players to always be butting heads against opponents who are beyond them. And this approach has, on one occasion, left me an adventure that was insoluble from the PCs' perspective, and which forced them to flee for their lives. Whilst that was realistic, it was unsatisfying for all concerned, if only because storylines that were playing out had suddenly to be dropped. So, yes, PCs don't have to be unique or even really special. But they do need a fairly regular chance to succeed, IME. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Do your PCs lead a charmed life?
Top