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Is threat of death a necessary element of D&D?
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<blockquote data-quote="mmadsen" data-source="post: 3702150" data-attributes="member: 1645"><p>Tweet's article on <a href="http://www.jonathantweet.com/jotgamesgrogs.html" target="_blank">Grogs in Ars Magica</a> seems topical: <p style="margin-left: 20px">One aspect of troupe-style play in Ars Magica is the “grog.” “Grogs,” in Hermetic jargon, are the guards, watchmen, and bodyguards that work for a wizards’ covenant.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In table terms, a grog is a named NPC that players can play but not keep. They have a much higher mortality rate than the magi and companions.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A story from a friend of Mark’s and mine was one of the inspirations for the grog. This guy Scott ran a creative D&D campaign. He told us about a ferocious monster that he created to teach the cocksure players a lesson. “It tore them apart,” Scott said. Mark and I were impressed that he was willing to gun for the PCs like that. “How many characters did you kill?” I asked. “Oh, none,” he admitted.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Thus was born the concept of the “grogs.” The problem with story-oriented play is that the campaign can’t bear to lose main characters. But without the threat of death, combat can lose its drama. Grogs are a solution to that tension. They can die in combat without driving the adventure or campaign into a ditch.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Grogs serve secondary purposes as well. If you have a magus or companion that doesn’t do much in combat, you can play a grog on the side, and then you have something to do during a battle. It also works pretty well to run your own character’s bodyguard. Grogs allow the players to scale an adventure. If the adventure is tough, bring more grogs. If you don’t play a wizard or companion, you can play the whole grog contingent.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Grogs started as a way to bring the threat of death back to story-oriented campaigns, but they also serve other functions in troupe-style play.</p><p>Old-school D&D certainly involved more "red shirts" than the modern version seems to.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 3702150, member: 1645"] Tweet's article on [url=http://www.jonathantweet.com/jotgamesgrogs.html]Grogs in Ars Magica[/url] seems topical: [Indent]One aspect of troupe-style play in Ars Magica is the “grog.” “Grogs,” in Hermetic jargon, are the guards, watchmen, and bodyguards that work for a wizards’ covenant. In table terms, a grog is a named NPC that players can play but not keep. They have a much higher mortality rate than the magi and companions. A story from a friend of Mark’s and mine was one of the inspirations for the grog. This guy Scott ran a creative D&D campaign. He told us about a ferocious monster that he created to teach the cocksure players a lesson. “It tore them apart,” Scott said. Mark and I were impressed that he was willing to gun for the PCs like that. “How many characters did you kill?” I asked. “Oh, none,” he admitted. Thus was born the concept of the “grogs.” The problem with story-oriented play is that the campaign can’t bear to lose main characters. But without the threat of death, combat can lose its drama. Grogs are a solution to that tension. They can die in combat without driving the adventure or campaign into a ditch. Grogs serve secondary purposes as well. If you have a magus or companion that doesn’t do much in combat, you can play a grog on the side, and then you have something to do during a battle. It also works pretty well to run your own character’s bodyguard. Grogs allow the players to scale an adventure. If the adventure is tough, bring more grogs. If you don’t play a wizard or companion, you can play the whole grog contingent. Grogs started as a way to bring the threat of death back to story-oriented campaigns, but they also serve other functions in troupe-style play.[/Indent]Old-school D&D certainly involved more "red shirts" than the modern version seems to. [/QUOTE]
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