Parmandur
Book-Friend, he/him
Not necessarily: theybhave a decade of solid playtesting goijg now, and the balance hasn't been shifted.so we would have a different number now if they had taken a different module in the playtest?
Not necessarily: theybhave a decade of solid playtesting goijg now, and the balance hasn't been shifted.so we would have a different number now if they had taken a different module in the playtest?
You can, but if you package that as a giant hardcover adventure path, you set players up to end up leaving that arc plot incomplete. If you just sell those adventures as separate modules, DMs can pick and choose which ones to run when, and string them together with an arc plot of their own devising, or not, as suits their own groups’ needs and interests.You can still do epic whilst making a campaign by stringing modules together. You just need to have an arc plot simmering away in the background (see: Babylon 5).
This is a pretty individual thing. Lots of players struggle to maintain enthusiasm for the game when their character dies, but many others don’t. Including character death as a possibility and including resurrection magic as a safety net is a pretty solid default, and groups can choose to run death-free campaigns or house-ban resurrection spells as they like.I'm afraid there is, Lanefan.
With everyone's investment gone, no one has any enthusiasm to continue playing. Especially when the experience up to that point hasn't exactly been great. That's the kicker with all this "it has to be REAL risk!" thing. When the risk actually lands? Many folk just lose the ability to stay engaged. Without that engagement, the game dies.
Well, in theory at least the GM and the player of the Rogue do.I'm afraid there is, Lanefan.
With everyone's investment gone, no one has any enthusiasm to continue playing.
Hot take: players who give up like that just because they lose a character or three probably aren't worth keeping.Especially when the experience up to that point hasn't exactly been great. That's the kicker with all this "it has to be REAL risk!" thing. When the risk actually lands? Many folk just lose the ability to stay engaged. Without that engagement, the game dies.
I am one of those players. As I already said. Do you mean to assert that absolutely everyone is such a problem? That would seem to be more than just painting with a broad brush.Well, in theory at least the GM and the player of the Rogue do.
And, you're conflating enthusiasm to continue playing (at all) with enthusiasm to continue playing (the character just deceased). IME players who consistently exhibit the former, and thus are willing to pick themselves up and keep at it when things go bad, are what I want (and is also what I want to be, as a player).
Hot take: players who give up like that just because they lose a character or three probably aren't worth keeping.
Why's that? Because if that's how they think, it's a huge red flag that if-when things go sour for their characters in the future, it's going to be a headache. I've had players like that; the key word there being the past-tense "had".
That said, as time goes on grows ever harder to blame these players for feeling this way; given the ongoing (and awful) trend that encourages players to think their characters are bigger and more important than the campaign, rather than the opposite.
I can only go by what I've experienced, both as DM and player.I am one of those players. As I already said. Do you mean to assert that absolutely everyone is such a problem? That would seem to be more than just painting with a broad brush.
I wasn’t talking about WotC (although it is pretty much what they do with their adventure paths). It’s how you do it as a DM - string modules together to make a campaign, adding an arc plot.You can, but if you package that as a giant hardcover adventure path, you set players up to end up leaving that arc plot incomplete. If you just sell those adventures as separate modules, DMs can pick and choose which ones to run when, and string them together with an arc plot of their own devising, or not, as suits their own groups’ needs and interests.
Which direction did you find the link to be, though?An early, and IME impressively reliable, sign of whether a player will turn out to be a problem player or a good player is how they handle the churn and inevitable character turnover of low-level play.
Exactly. Switching power balance, resource attrition, etc to center the encounter rather than the adventuring day would be fantastic.To be fair, if so many DMs struggle with the full adventuring day, maybe it shouldn’t be the default assumption. There are good reasons to use the attrition model, but if the player base resists it so strongly, maybe it isn’t worth fighting them about it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.