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General Tabletop Discussion
*Dungeons & Dragons
Kobayashi Maru: Should the fate of the character always be in the player's hands? POLL
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<blockquote data-quote="iserith" data-source="post: 8259326" data-attributes="member: 97077"><p>The game itself (at least in D&D 5e if not others) explicitly sets forth the expectation that characters "might come to a grisly end, torn apart by ferocious monsters or done in by a nefarious villain." It goes on to say that this isn't the end and that the group might even fail to complete an adventure successfully, but none of these outcomes matter if everyone had a good time and created a memorable story together. So, for my part, this is telling me that I should not make my "good time" contingent upon my character's success or even survival. Therefore, I <em>don't </em>by setting my own expectations to be in line with what the game says.</p><p></p><p>That said, my "good time" isn't <em>everybody's </em>good time and, frankly, almost nobody even reads this part of the book (PHB page 5) or, even if they did, necessarily sets their expectations accordingly. Character death may also not be in line with the overall theme of the campaign. For example, I've run Eberron pulp action hero games or D&D-supers mash-ups where it didn't make sense to have death as mandatory in context. So I just modified it to take it off the table unless the player decided it was a good death. No big deal. Do I do that for my old school hexcrawl or dungeon crawl? Heck no because being a bit of a meat-grinder is, to my mind, on theme.</p><p></p><p>So, ultimately, the game tells us what to expect here, but nobody is beholden to do what the game says anyway.</p></blockquote><p></p>
[QUOTE="iserith, post: 8259326, member: 97077"] The game itself (at least in D&D 5e if not others) explicitly sets forth the expectation that characters "might come to a grisly end, torn apart by ferocious monsters or done in by a nefarious villain." It goes on to say that this isn't the end and that the group might even fail to complete an adventure successfully, but none of these outcomes matter if everyone had a good time and created a memorable story together. So, for my part, this is telling me that I should not make my "good time" contingent upon my character's success or even survival. Therefore, I [I]don't [/I]by setting my own expectations to be in line with what the game says. That said, my "good time" isn't [I]everybody's [/I]good time and, frankly, almost nobody even reads this part of the book (PHB page 5) or, even if they did, necessarily sets their expectations accordingly. Character death may also not be in line with the overall theme of the campaign. For example, I've run Eberron pulp action hero games or D&D-supers mash-ups where it didn't make sense to have death as mandatory in context. So I just modified it to take it off the table unless the player decided it was a good death. No big deal. Do I do that for my old school hexcrawl or dungeon crawl? Heck no because being a bit of a meat-grinder is, to my mind, on theme. So, ultimately, the game tells us what to expect here, but nobody is beholden to do what the game says anyway. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Kobayashi Maru: Should the fate of the character always be in the player's hands? POLL
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