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Making 'em cry
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<blockquote data-quote="I'm A Banana" data-source="post: 5462475" data-attributes="member: 2067"><p>It happens, but it's rare, and it's gotta be the right mix (the group, the DM, the timing). </p><p></p><p>Which is fine. It should be rarer in D&D. It's harder to pull off this sort of thing in a game, since you are not the only one with control over the narrative, and tragedy requires a high level of control. If a beloved NPC dies, what's to stop the party from trying to resurrect her, or contacting her ghost, or journeying to her resting place and striking up a conversation with her at-peace spirit? Even knowing such things are theoretically possible robs some of the emotional punch from the scenario.</p><p></p><p>And then, if you forbid that kind of stuff, it can lead to a "Trying to Bring Back Aeris" scenario, where the players get irked because they can't reverse your plot point. </p><p></p><p>It really requires a careful alignment of DM and player goals and trust and receptivity that is very difficult to achieve. And it's not always good -- people can get <em>annoyed</em> that you made them cry (or tried to make them cry) in a fantasy game about gumdrop elves in the forest of magic unicorns. Why would anyone want to do that, in a game that is, for them, partially about escapism, or just hanging out with friends? </p><p></p><p>IMO, if you've done it, and it worked for you, that's great, but it's not something D&D (or any interactive medium) is well-suited to. The narrative flow of a game is inherently an optimistic one (or comedic, in the old-school definition of the term): you have a goal, you're prevented by a conflict, and then you overcome the conflict to achieve the goal.</p><p></p><p>Unless you're absolutely sure that your whole group is on board to absorb a story and is OK with sad stories and tragic tales as part of that (a subset of a subset of a subset if there ever was one), I wouldn't <em>try</em> it. And if you've got such a subset, I imagine a DM that tries their hand at telling a sad story will probably succeed. </p><p></p><p>(I've done it before -- once, a PC's beloved brother became a sacrificial victim for her corrupted uncle -- but it is honestly not something I take any joy in inflicting in a game, so I tend to shy away from it...though my <em>stories</em> aren't so light. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />)</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5462475, member: 2067"] It happens, but it's rare, and it's gotta be the right mix (the group, the DM, the timing). Which is fine. It should be rarer in D&D. It's harder to pull off this sort of thing in a game, since you are not the only one with control over the narrative, and tragedy requires a high level of control. If a beloved NPC dies, what's to stop the party from trying to resurrect her, or contacting her ghost, or journeying to her resting place and striking up a conversation with her at-peace spirit? Even knowing such things are theoretically possible robs some of the emotional punch from the scenario. And then, if you forbid that kind of stuff, it can lead to a "Trying to Bring Back Aeris" scenario, where the players get irked because they can't reverse your plot point. It really requires a careful alignment of DM and player goals and trust and receptivity that is very difficult to achieve. And it's not always good -- people can get [I]annoyed[/I] that you made them cry (or tried to make them cry) in a fantasy game about gumdrop elves in the forest of magic unicorns. Why would anyone want to do that, in a game that is, for them, partially about escapism, or just hanging out with friends? IMO, if you've done it, and it worked for you, that's great, but it's not something D&D (or any interactive medium) is well-suited to. The narrative flow of a game is inherently an optimistic one (or comedic, in the old-school definition of the term): you have a goal, you're prevented by a conflict, and then you overcome the conflict to achieve the goal. Unless you're absolutely sure that your whole group is on board to absorb a story and is OK with sad stories and tragic tales as part of that (a subset of a subset of a subset if there ever was one), I wouldn't [I]try[/I] it. And if you've got such a subset, I imagine a DM that tries their hand at telling a sad story will probably succeed. (I've done it before -- once, a PC's beloved brother became a sacrificial victim for her corrupted uncle -- but it is honestly not something I take any joy in inflicting in a game, so I tend to shy away from it...though my [I]stories[/I] aren't so light. ;)) [/QUOTE]
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