Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Is threat of death a necessary element of D&D?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="gizmo33" data-source="post: 3702001" data-attributes="member: 30001"><p>"Vanilla" DnD to me is as follows: the DM makes up a setting (dungeon map, encounter key, or more sophisticated equivalents), players explore the scenario, DM adjucates results based on a combination of versimiltude (what "makes sense") and random dice rolls. Death is the same thing as taking 5 points of damage, it's one of the possible outcomes of following the rules. This is the impression that someone who reads the PHB would have if they never read EnWorld or played with Storytellers.</p><p></p><p>PC Death is not fun. But neither is losing at soccer. Or a more appropriate analogy - neither is failing to meet a personal goal. Yet a personal goal that can always be reached is not worth achieving IMO. Not being able to die is not fun for some people (like me), yet dying is not what I'd call "fun" either. It would be very complicated to try to sort out the meaning of all of this - hopefully the soccer analogy explains it. An "adventure" where my PC has a chance of dying is exciting.</p><p></p><p>And that brings me to my concern about PC death in other people's games, which is what happens when Storytellers aren't honest about the chance of death. I've played in such a game. There's an expectation when you read the PHB that I've covered in paragraph 1. Storytellers can take advantage of the dramatic tension created by the <em>illusion</em> of random chance, player choice, etc. The <em>first time</em> the DM fudges some dice behind the screen and the PC survives, it's probably pretty exciting. However, IME players have a running stats meter in their heads and over time, fudging becomes pretty clear for what it is. When I've reached that point as a player, it's been very disappointing. And no, just because the DM runs the game doesn't mean he can be dishonest about what kind of game is being run. As people playing a game, we sit down at the table as equals.</p><p></p><p>The challenge/problem for Storytellers is that the vanilla version of DnD doesn't support their style - and neither do the default expectations. I expect the same thing from a Storyteller DM as I do from someone (like me) who wants to use a certain set of house rules - because the situation IMO is the same. It's not a matter of one way being "better" than the other (I happen to think my houserules are pretty cool). It's just a consequence of the PHB being the default reference point.</p><p></p><p>If a particular Storytelling group has been playing together long enough to figure all this out, then that's cool. If the situation is explained upfront (DM: "I'll decide who dies, don't worry about the rules") then that's cool. But what I've experienced, and what I read between the lines on EnWorld often, is that the DM is not always honest about how he's running things. He often seems to want the best of both worlds, at the cost of honesty between people at the game.</p><p></p><p>So ultimately, IMNSHO, PC Death is not as important to the game as being honest with your players about how you're going to run it.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3702001, member: 30001"] "Vanilla" DnD to me is as follows: the DM makes up a setting (dungeon map, encounter key, or more sophisticated equivalents), players explore the scenario, DM adjucates results based on a combination of versimiltude (what "makes sense") and random dice rolls. Death is the same thing as taking 5 points of damage, it's one of the possible outcomes of following the rules. This is the impression that someone who reads the PHB would have if they never read EnWorld or played with Storytellers. PC Death is not fun. But neither is losing at soccer. Or a more appropriate analogy - neither is failing to meet a personal goal. Yet a personal goal that can always be reached is not worth achieving IMO. Not being able to die is not fun for some people (like me), yet dying is not what I'd call "fun" either. It would be very complicated to try to sort out the meaning of all of this - hopefully the soccer analogy explains it. An "adventure" where my PC has a chance of dying is exciting. And that brings me to my concern about PC death in other people's games, which is what happens when Storytellers aren't honest about the chance of death. I've played in such a game. There's an expectation when you read the PHB that I've covered in paragraph 1. Storytellers can take advantage of the dramatic tension created by the [i]illusion[/i] of random chance, player choice, etc. The [i]first time[/i] the DM fudges some dice behind the screen and the PC survives, it's probably pretty exciting. However, IME players have a running stats meter in their heads and over time, fudging becomes pretty clear for what it is. When I've reached that point as a player, it's been very disappointing. And no, just because the DM runs the game doesn't mean he can be dishonest about what kind of game is being run. As people playing a game, we sit down at the table as equals. The challenge/problem for Storytellers is that the vanilla version of DnD doesn't support their style - and neither do the default expectations. I expect the same thing from a Storyteller DM as I do from someone (like me) who wants to use a certain set of house rules - because the situation IMO is the same. It's not a matter of one way being "better" than the other (I happen to think my houserules are pretty cool). It's just a consequence of the PHB being the default reference point. If a particular Storytelling group has been playing together long enough to figure all this out, then that's cool. If the situation is explained upfront (DM: "I'll decide who dies, don't worry about the rules") then that's cool. But what I've experienced, and what I read between the lines on EnWorld often, is that the DM is not always honest about how he's running things. He often seems to want the best of both worlds, at the cost of honesty between people at the game. So ultimately, IMNSHO, PC Death is not as important to the game as being honest with your players about how you're going to run it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Is threat of death a necessary element of D&D?
Top