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<blockquote data-quote="EzekielRaiden" data-source="post: 9825510" data-attributes="member: 6790260"><p>Was it "driven by design"?</p><p></p><p>Or was the design driven by player preference?</p><p></p><p>Because that seems to be the root of the disagreement here. You think that (somehow?) games <em>made</em> players think failures are bad and something to be avoided. I think that's the natural state of being for people--it feels bad to fail, that's pure human nature. It seems to me that what actually happened is, when 1e <em>was</em> the only game in town, you were forced to endure failure until you stopped caring about it. </p><p></p><p>That's not an experience most folks are interested in. Now, it <em>is</em> an experience that a very meaningful <em>chunk</em> of players are interested in, despite being only a minority of players. Hence, I genuinely believe it should be supported--for exactly the same reason that I think 4e-like things should be supported, because a meaningful chunk of players, despite being a minority, value that experience. We can see from the success of games like <em>Elden Ring</em> that there is meaningful appetite for hardcore gaming experiences; I am not even slightly saying that you have to like <em>Elden Ring</em> or similar video games in order to want to play hardcore D&D stuff, simply saying that the fact that that game got such significant appeal proves that things well-crafted for a hardcore-leaning audience <em>do actually sell</em>, and thus need to be integrated into the whole of the experience.</p><p></p><p>As I've said many times before, this is why I think D&D, as a system, needs "novice levels". They can be called any other name; I have no attachment to those specific words, just the concept behind them: "level 0" characters, "funnel" characters, whatever you want. The core point is that that allows for an official, well-defined, and most importantly <em>well-constructed</em>, set of rules for the kind of experience you and yours desire. You deserve that. That kind of experience has been part of D&D since before there was a thing called "D&D". </p><p></p><p>This does, of course, have one wrinkle that I know you would prefer not to deal with: having to convince players to embrace such a campaign. You would, as you have said many times, prefer that your style of play be the innate default--highly lethal, no-holds-barred, grim-and-gritty, failure-prone, maximum swinginess, etc.--because that would spare you the effort of having to convince people that that's an enjoyable experience. </p><p></p><p>I am not personally of the opinion that that is the best approach. I think <em>every</em> GM actually does need to sell their players on the thing they want to do. And, yes, the structure I'm proposing would mean that you do in fact need to <em>sell</em> your players on that experience, which may be challenging, because a lot of people are not going to respond well to a blunt explanation of what you're aiming for. I don't think sparing you that effort is a reasonable demand. I think you <em>should</em> have to sell your players on that--just as the GM <em>should</em> have to sell their players on ultra-high-magic Eberron, or on the chitin-and-sandal extremity of Dark Sun, or the pervasive horror of Ravenloft (when it's done well)--or even the gritty realpolitik of Greyhawk....or the hero-to-superhero experience of the Points of Light setting in 4e.</p><p></p><p>I don't think <em>any</em> of us merit special treatment in that regard. Every one of us GMs should have to sell our players on our vision. Nobody gets a free pass. Not you, not me. Otherwise, what we'd actually be saying is, "I want to have my players as a captive audience who don't get to decide whether they accept what I want to do as GM." And that sounds...pretty bad.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9825510, member: 6790260"] Was it "driven by design"? Or was the design driven by player preference? Because that seems to be the root of the disagreement here. You think that (somehow?) games [I]made[/I] players think failures are bad and something to be avoided. I think that's the natural state of being for people--it feels bad to fail, that's pure human nature. It seems to me that what actually happened is, when 1e [I]was[/I] the only game in town, you were forced to endure failure until you stopped caring about it. That's not an experience most folks are interested in. Now, it [I]is[/I] an experience that a very meaningful [I]chunk[/I] of players are interested in, despite being only a minority of players. Hence, I genuinely believe it should be supported--for exactly the same reason that I think 4e-like things should be supported, because a meaningful chunk of players, despite being a minority, value that experience. We can see from the success of games like [I]Elden Ring[/I] that there is meaningful appetite for hardcore gaming experiences; I am not even slightly saying that you have to like [I]Elden Ring[/I] or similar video games in order to want to play hardcore D&D stuff, simply saying that the fact that that game got such significant appeal proves that things well-crafted for a hardcore-leaning audience [I]do actually sell[/I], and thus need to be integrated into the whole of the experience. As I've said many times before, this is why I think D&D, as a system, needs "novice levels". They can be called any other name; I have no attachment to those specific words, just the concept behind them: "level 0" characters, "funnel" characters, whatever you want. The core point is that that allows for an official, well-defined, and most importantly [I]well-constructed[/I], set of rules for the kind of experience you and yours desire. You deserve that. That kind of experience has been part of D&D since before there was a thing called "D&D". This does, of course, have one wrinkle that I know you would prefer not to deal with: having to convince players to embrace such a campaign. You would, as you have said many times, prefer that your style of play be the innate default--highly lethal, no-holds-barred, grim-and-gritty, failure-prone, maximum swinginess, etc.--because that would spare you the effort of having to convince people that that's an enjoyable experience. I am not personally of the opinion that that is the best approach. I think [I]every[/I] GM actually does need to sell their players on the thing they want to do. And, yes, the structure I'm proposing would mean that you do in fact need to [I]sell[/I] your players on that experience, which may be challenging, because a lot of people are not going to respond well to a blunt explanation of what you're aiming for. I don't think sparing you that effort is a reasonable demand. I think you [I]should[/I] have to sell your players on that--just as the GM [I]should[/I] have to sell their players on ultra-high-magic Eberron, or on the chitin-and-sandal extremity of Dark Sun, or the pervasive horror of Ravenloft (when it's done well)--or even the gritty realpolitik of Greyhawk....or the hero-to-superhero experience of the Points of Light setting in 4e. I don't think [I]any[/I] of us merit special treatment in that regard. Every one of us GMs should have to sell our players on our vision. Nobody gets a free pass. Not you, not me. Otherwise, what we'd actually be saying is, "I want to have my players as a captive audience who don't get to decide whether they accept what I want to do as GM." And that sounds...pretty bad. [/QUOTE]
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