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<blockquote data-quote="CandyLaser" data-source="post: 9262555" data-attributes="member: 7029413"><p>Different tables, different games, different norms, and the example is under-described. Do the PCs know that there are werewolves in the woods? Can they know? Can they spot the pit trap before they fall into it? Does your game use anything like passive Perception, which is normal in some editions of D&D? I don't know the answers to these questions, so I can't say. And to be clear, I don't particularly care about the answers, because I don't think there's much value in discussion the ins and outs of that specific encounter. If you're getting push back from your players then it's clear that there's a mismatch, either in play styles or expectations, and that suggests that there are communication difficulties.</p><p></p><p>Backing up one evidence-free generalization with more evidence-free generalizations does not make an argument more persuasive. You, in fact, do not know what the results of a poll would be, and you definitely don't get to preemptively claim that half the people responding to the poll with "yes, characters in my games die sometimes" somehow "counts" as a "no, characters in my games don't die." As to what counts as evidence, a poll would be better evidence than what you have offered now, which is 1) anecdotes about other GMs you know and 2) sweet Fanny Adams. I'd add that a poll about character death is only tangentially relevant to the topic at hand, because you've characterized these other GMs as bending over backwards to accommodate any impulse from the players, no matter how fleeting or out-of-line with the game thus far. Character death is only one part of that. Indeed, if these other GMs act the way you describe, then they would be happy to have characters die if that's what the players wanted, and it is what some players want. On character death specifically, there are whole swathes of the TTRPG community who play games like DCC, with its level 0 funnels, or Wicked Ones, which specifically advises players to run their characters ragged because lives are cheap, or Call of Cthulhu, especially in its purist mode.</p><p></p><p>Moreover, and I will be blunt here: I don't think you are a reliable source when it comes to how these other players and GMs behave. This is because you seem to have a habit of misrepresenting other people's positions here, ascribing to them attitudes and beliefs they do not hold on no evidence at all as well as assuming that your interlocutors are insincere or otherwise not participating in the conversation as honest dealers. You have, in fact, done so right here, in implying that I will "just always be moving the bar" in terms of evidentiary standards.</p><p></p><p>OK, so it is the insensitive reading. It seems to me you <em>should </em>care, since it means you are doing things that other people find unpleasant, and generally that's a sign of a problem.</p><p></p><p>OK, so this sounds like you are saying you are uninterested in understanding other people's play styles. So why are you raising the topic in the first place?</p><p></p><p>I didn't mention the trap at all in my reply. EDIT: This is a mistake on my part; the bit I'm quoting above wasn't in response to me. Mea culpa.</p></blockquote><p></p>
[QUOTE="CandyLaser, post: 9262555, member: 7029413"] Different tables, different games, different norms, and the example is under-described. Do the PCs know that there are werewolves in the woods? Can they know? Can they spot the pit trap before they fall into it? Does your game use anything like passive Perception, which is normal in some editions of D&D? I don't know the answers to these questions, so I can't say. And to be clear, I don't particularly care about the answers, because I don't think there's much value in discussion the ins and outs of that specific encounter. If you're getting push back from your players then it's clear that there's a mismatch, either in play styles or expectations, and that suggests that there are communication difficulties. Backing up one evidence-free generalization with more evidence-free generalizations does not make an argument more persuasive. You, in fact, do not know what the results of a poll would be, and you definitely don't get to preemptively claim that half the people responding to the poll with "yes, characters in my games die sometimes" somehow "counts" as a "no, characters in my games don't die." As to what counts as evidence, a poll would be better evidence than what you have offered now, which is 1) anecdotes about other GMs you know and 2) sweet Fanny Adams. I'd add that a poll about character death is only tangentially relevant to the topic at hand, because you've characterized these other GMs as bending over backwards to accommodate any impulse from the players, no matter how fleeting or out-of-line with the game thus far. Character death is only one part of that. Indeed, if these other GMs act the way you describe, then they would be happy to have characters die if that's what the players wanted, and it is what some players want. On character death specifically, there are whole swathes of the TTRPG community who play games like DCC, with its level 0 funnels, or Wicked Ones, which specifically advises players to run their characters ragged because lives are cheap, or Call of Cthulhu, especially in its purist mode. Moreover, and I will be blunt here: I don't think you are a reliable source when it comes to how these other players and GMs behave. This is because you seem to have a habit of misrepresenting other people's positions here, ascribing to them attitudes and beliefs they do not hold on no evidence at all as well as assuming that your interlocutors are insincere or otherwise not participating in the conversation as honest dealers. You have, in fact, done so right here, in implying that I will "just always be moving the bar" in terms of evidentiary standards. OK, so it is the insensitive reading. It seems to me you [I]should [/I]care, since it means you are doing things that other people find unpleasant, and generally that's a sign of a problem. OK, so this sounds like you are saying you are uninterested in understanding other people's play styles. So why are you raising the topic in the first place? I didn't mention the trap at all in my reply. EDIT: This is a mistake on my part; the bit I'm quoting above wasn't in response to me. Mea culpa. [/QUOTE]
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