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General Tabletop Discussion
*Dungeons & Dragons
Egregious TPK retcon in Hoard of the Dragon Queen
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<blockquote data-quote="the Jester" data-source="post: 6357827" data-attributes="member: 1210"><p>It depends very much on your playstyle. For me, any time a DM says, "Oh, that didn't actually happen", I'm walking away from that table. To me, that is the worst, most game-disrupting, character-disrespecting, player-enabling (in a bad way) act that a dm can perform, for my playstyle.</p><p></p><p>Fundamentally, rewinding like that tells the players that they can do anything, however stupid, and not worry about the consequences. It takes away a lot of the pcs' freedom to be stupid and face the consequences. Instead of letting the story of the campaign evolve naturally as the pcs act, it puts them on a specific track. Ugh, not for me, not at all, not one bit. Any DM retcon makes me feel like it doesn't matter what I do, the results end up the same; I want to tell the DM to go write a story, instead of running a game, since he's already chosen how things turn out. </p><p></p><p>As for messing up the campaign something fierce, again, it depends on your playstyle. For some of us, the campaign isn't a pre-written adventure or adventure path, it's the milieu as a whole, and "That didn't happen" moments are far more harmful to the integrity of the campaign than any one party's actions, deaths, etc.</p><p></p><p>Which isn't to say what you did was wrong; only that it isn't always right, and it really depends on the group you're playing with. It certainly sounds like you made the right call <em>for your group</em>, but I know most of mine wouldn't be back for another session. We like combat as war, we like real consequences for our pcs, we like it when we hit 8th level and feel like it was not a given that our characters would survive.</p><p></p><p>(For the record, I feel strongly about this playstyle issue as both a player and a dm, and have the same stance regardless of my role in the game.)</p><p></p><p></p><p></p><p>I disagree. TPKs serve as a valuable lesson in any case, but the lesson is different each time. Sometimes it's "watch out who or what you pick a fight with"; sometimes it's "your pc is just another guy in the world, so don't think you have plot immunity"; sometimes it's "this DM sucks and is a tool". But there is always something.</p><p></p><p>Again, it's all about playstyle. Some groups have the whole campaign rough-plotted as a group from start to finish before they throw a die, and have specific arcs in mind for their pcs. Nothing wrong with that! But there's also nothing wrong with sandbox, combat-as-war groups where the pcs at 6th level have no original members left in the group.</p></blockquote><p></p>
[QUOTE="the Jester, post: 6357827, member: 1210"] It depends very much on your playstyle. For me, any time a DM says, "Oh, that didn't actually happen", I'm walking away from that table. To me, that is the worst, most game-disrupting, character-disrespecting, player-enabling (in a bad way) act that a dm can perform, for my playstyle. Fundamentally, rewinding like that tells the players that they can do anything, however stupid, and not worry about the consequences. It takes away a lot of the pcs' freedom to be stupid and face the consequences. Instead of letting the story of the campaign evolve naturally as the pcs act, it puts them on a specific track. Ugh, not for me, not at all, not one bit. Any DM retcon makes me feel like it doesn't matter what I do, the results end up the same; I want to tell the DM to go write a story, instead of running a game, since he's already chosen how things turn out. As for messing up the campaign something fierce, again, it depends on your playstyle. For some of us, the campaign isn't a pre-written adventure or adventure path, it's the milieu as a whole, and "That didn't happen" moments are far more harmful to the integrity of the campaign than any one party's actions, deaths, etc. Which isn't to say what you did was wrong; only that it isn't always right, and it really depends on the group you're playing with. It certainly sounds like you made the right call [i]for your group[/i], but I know most of mine wouldn't be back for another session. We like combat as war, we like real consequences for our pcs, we like it when we hit 8th level and feel like it was not a given that our characters would survive. (For the record, I feel strongly about this playstyle issue as both a player and a dm, and have the same stance regardless of my role in the game.) I disagree. TPKs serve as a valuable lesson in any case, but the lesson is different each time. Sometimes it's "watch out who or what you pick a fight with"; sometimes it's "your pc is just another guy in the world, so don't think you have plot immunity"; sometimes it's "this DM sucks and is a tool". But there is always something. Again, it's all about playstyle. Some groups have the whole campaign rough-plotted as a group from start to finish before they throw a die, and have specific arcs in mind for their pcs. Nothing wrong with that! But there's also nothing wrong with sandbox, combat-as-war groups where the pcs at 6th level have no original members left in the group. [/QUOTE]
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Egregious TPK retcon in Hoard of the Dragon Queen
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