overgeeked
Open-World Sandbox
What else is, then?So in a book, you may be invested in a character, but they aren't your only connection to the story.
What else is, then?So in a book, you may be invested in a character, but they aren't your only connection to the story.
Most books either have a view point character who isn't going to die or multiple view point characters to distribute the focus.What else is, then?
On top of what @Vaalingrade has posted about the role of character-identification in RPGing, notice that in LotR the protagonists ultimately succeed.Try Lord of the Rings. Imagine Frodo and Sam as stoic, uncaring machines who never show a vulnerability. No one’s ever worried. They know they’re predestined to win without issue or struggle. They just win. No drama. No tension.
One thing I notice about this is that it has nothing in common with LotR. The PCs in this post have no values, no families, nothing they care for. They are just gameplay avatars.The 100gp starter quest mentioned is a good example, it's made even better by already having complaints that 100gp is insufficient in various editions when having enough gold actually mattered to the player characters rather than just a score ticker for the players to jot down.
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If the players think that it's not enough pay for the escort that is great because it means that there is a tangible reason they need more than 100gp & the gm can leverage that need to make some other better paying quest a more desirable choice for the players to take. That incentive & reward lever does not work if gold stops having any meaning after upgrading starter gear like in modern d&d.
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- GM: "The mayor offers you [a level appropriate reward not worth arguing over that shall be called Xgp] to investigate & deal with the [monster problem described moments earlier]"
- Alice: "You mentioned the mayor's office was lavish, I want to use my sleight of hand to steal the fancy lamp you described on the desk"
- GM: "You mean the desk the mayor is sitting at right now?"
- alice:"I rolled a 42 because he's flanked & that gives me advantage plus expertise because of my archetype thing"
- GM:"You know he's going to put 2&2 together when he notices the missing lamp right?"
- Alice: "doesn't matter I'll be gone by then & think we can take him if not"
- GM: *sighs & tells alice she steals the lamp so the game can move on
- Bob: "I want to persuade him to up that from Xgp to Xgp and a +1 weapon for all of us"
- GM: "roll persuade"
- bob:"eight!"
- GM:"the mayor kinda sighs & gestures from the dust ring where his lamp was to alice's bag offering even less with Ygp & a charitable inclusion of one +1 weapon of his choice to deal with the monsters while saying 'really?... are you for real?'..." The GM can't simply have the mayor toss the group out because he or she still has the rest of the session to fill.
PCs have the power durability & recovery of superman plus even fewer ties to the world than Batman. Those extremes afforded to PCs goes along with the freedom to adopt or shed all of the other baggage they each have whenever doing so is convenient.
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Trying to shoehorn the kind of ties Clark & Bruce have into d&d in any meaningful way is incredibly difficult to do within the rules framework of D&D so filling mechanical requirements need to step into their place except they are no longer requirements.
Actually, it's trivial to have D&D PCs with the sorts of ties to the world that characterise the protagonists of LotR, or Batman and Superman. In 5e D&D it is Backgrounds that are the obvious hook for this, but it can be done in AD&D. I know, because I've done it. I've also done it in Rolemaster, which is - in these particular respects - functionally equivalent to D&D.most players will bend over backwards to minimize what laughably few flaws they might have in the game, maximize the benefits their characters are already dripping with, and have as close to zero ties to the world as possible. They shoot for all the power of Superman with zero downsides...which is the single most boring character it's possible to play.
Most books either have a view point character who isn't going to die or multiple view point characters to distribute the focus.
There you go. Multiple viewpoint characters all engaging with the same continuing story that doesn’t end simply because one character is no longer the viewpoint character.Most books either have a view point character who isn't going to die or multiple view point characters to distribute the focus.
The 100gp starter quest mentioned is a good example, it's made even better by already having complaints that 100gp is insufficient in various editions when having enough gold actually mattered to the player characters rather than just a score ticker for the players to jot down.
It's simple & it can fit a lot of obvious examples into it that don't need much in the way of supporting detail to convey an example made for purposes of discussion. If the players think that it's not enough pay for the escort that is great because it means that there is a tangible reason they need more than 100gp & the gm can leverage that need to make some other better paying quest a more desirable choice for the players to take. That incentive & reward lever does not work if gold stops having any meaning after upgrading starter gear like in modern d&d.
That player to player self policing is important because the GM doesn't need to constantly stop the game for a talk about murderhoboism yet again or whatever every time someone gets an idea that might be unlikely to play out as well as they first thought it might. It's just not reasonable to expect the GM to choose between running a trainwreck created by a poor decision & stopping the game to engage in a discussion about murderhoboism or whatever when the GM needs to go into that talk virtually unarmed but modern d&d is structured to put the GM in just that position.
If that example isn't good for whatever reason there's another one below that touches on a completely different aspect of gameplay.
Speaking of d&d centric players tending to have a parochial view of solving problems as if they are the ones who can't find other ways that is completely unrelated to the system is a bit off base.
I don't really get the obsession with characters dying. I don't recall any protagonist dying in the Earthsea trilogy. Conan gest crucified but doesn't die.There you go. Multiple viewpoint characters all engaging with the same continuing story that doesn’t end simply because one character is no longer the viewpoint character.
Now, apply that to D&D. The game isn’t about your character. The game is about the group. The story isn’t about your character. The story is about the group’s adventures. The game/story doesn’t end if or when your character dies. It continues on with or without you and your character. But the story is changed in your character’s passing. You as a player can engage with the story of the group and want to see how it plays out...by continuing to play using a different character, something cheesy like a brother or cousin, or a whole new character, or having your dead character raised.
But that’s the point, really. It’s not about your character. It’s about the group.
I mean, we literally get an example of this in Lord of the Rings. Boromir dies…and suddenly, his brother…with a similar name…suddenly becomes an important character.
That’s my issue. I want characters who aren’t boring game pieces to move around in a faux boardgame style of play. Yet that’s what the majority of players offer up.But anyway, if players don't want to play connected PCs; if they want to play relatively boring gameworld avatars; then pull out Tales of the Yawning Portal and see how they go recovering the stolen weapons from Keraptis.
If there’s no chance of death and the players make only invulnerable, uncaring, unconnected PCs…you’re playing a boardgame. And a rather boring one at that.I don't really get the obsession with characters dying. I don't recall any protagonist dying in the Earthsea trilogy. Conan gest crucified but doesn't die.
It's trivial to have high stakes, meaningful RPGing without death being on the table.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.