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"It's not fun when..."
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<blockquote data-quote="billd91" data-source="post: 8858599" data-attributes="member: 3400"><p>Do they have fun if they cause the death of their opponents by critical hits? Or loss of turns through a hold person spell or banishment? If so, this is part of one of the issues being discussed here. How much lack of reciprocity of risk between PCs and their opposition is necessary to keep unfun things from happening? </p><p></p><p>And if you ameliorate one source of unfunness, does what's unfun just become whatever replaces it? That's probably one of the big stories of D&D's development over the years. No matter how much editions soften the slings and arrows of outrageous fortune, complaints of unfunness for negative consequences persist.</p><p></p><p>This is whole debate is one of the reasons that Critical Role is an example of not just good game mastering, good drama, good characterization of PCs, whatever else usually comes up. It's also an example of being good sports. When Bells Hells were getting the total schnitzel kicked out of them (leading to 3 deaths), players made sure to compliment Matt for such a good, intense game. Matt Mercer has fantastic players, not just because they get into character, but because they understand that the game sometimes hits them with negative consequences and they're willing to lean into them to see where they go.</p></blockquote><p></p>
[QUOTE="billd91, post: 8858599, member: 3400"] Do they have fun if they cause the death of their opponents by critical hits? Or loss of turns through a hold person spell or banishment? If so, this is part of one of the issues being discussed here. How much lack of reciprocity of risk between PCs and their opposition is necessary to keep unfun things from happening? And if you ameliorate one source of unfunness, does what's unfun just become whatever replaces it? That's probably one of the big stories of D&D's development over the years. No matter how much editions soften the slings and arrows of outrageous fortune, complaints of unfunness for negative consequences persist. This is whole debate is one of the reasons that Critical Role is an example of not just good game mastering, good drama, good characterization of PCs, whatever else usually comes up. It's also an example of being good sports. When Bells Hells were getting the total schnitzel kicked out of them (leading to 3 deaths), players made sure to compliment Matt for such a good, intense game. Matt Mercer has fantastic players, not just because they get into character, but because they understand that the game sometimes hits them with negative consequences and they're willing to lean into them to see where they go. [/QUOTE]
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