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Doing Tragedy in D&D
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<blockquote data-quote="Distracted DM" data-source="post: 9623774" data-attributes="member: 6894926"><p>It's rare, but pointing to my own earlier post.. tragedy is more likely (IMO) to occur by way of the PCs making in-character choices. It <em>does </em>require them to lean into roleplaying, acting as they think their character would, and it probably (not necessarily) means going against the common "must always make optimal choices to win game" mindset.</p><p>Heck, bad stuff can still happen even if they're trying to make optimal choices; they can happen BECAUSE they're making optimal choices.. but that does require a little more engineering hoping towards reaching a certain outcome.</p><p></p><p>Like I said, I think tragedy is going to require buy-in from the players on some level; even if they're not buying into "ok we'll have tragedy," they're buying into the world as a real place, at least that it's real to their characters. I think that sort of stuff comes with greater verisimilitude?</p><p></p><p>It's also definitely a skill tot develop as a GM- that is, to present situations that could possibly result in tragedy, often enough, that even if most of the threads don't end in tragedy, one of them does <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Distracted DM, post: 9623774, member: 6894926"] It's rare, but pointing to my own earlier post.. tragedy is more likely (IMO) to occur by way of the PCs making in-character choices. It [I]does [/I]require them to lean into roleplaying, acting as they think their character would, and it probably (not necessarily) means going against the common "must always make optimal choices to win game" mindset. Heck, bad stuff can still happen even if they're trying to make optimal choices; they can happen BECAUSE they're making optimal choices.. but that does require a little more engineering hoping towards reaching a certain outcome. Like I said, I think tragedy is going to require buy-in from the players on some level; even if they're not buying into "ok we'll have tragedy," they're buying into the world as a real place, at least that it's real to their characters. I think that sort of stuff comes with greater verisimilitude? It's also definitely a skill tot develop as a GM- that is, to present situations that could possibly result in tragedy, often enough, that even if most of the threads don't end in tragedy, one of them does :D [/QUOTE]
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