Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Of the Adversarial Relationship between DM and Players, and the Need For It.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Zinovia" data-source="post: 5464845" data-attributes="member: 57373"><p>An interesting post that has caused me to reevaluate the level of challenge in my game. You are right to suggest that a prize too easily won has less value than something you have struggled to achieve. It may well be that I have been going a bit too easy on the group in some ways, but I can't raise the difficulty to the degree that you seem to be suggesting. It isn't just that I am running the game for my friends and don't want to hurt their feelings. </p><p></p><p>In old school dungeon crawls characters were mercilessly slain by fierce monsters or step-and-die traps and replaced by new heroes rolled up on the spot. Now many people prefer to run ongoing campaigns where who the heroes are matters. They are integrally tied to the story. If one of them should fall, he can't be replaced by Ronan the barbarian who conveniently shows up wanting to join the party. </p><p></p><p>Character creation also takes much longer than it did in those days, and players become very attached to their characters. Kill too many of them off, and you go from having characters with depth, background, and goals of their own to Bob the Fighter. Why should the players spend time or effort on a character that is likely to die at the hands of a merciless GM? Knowing they will likely die and have to reroll makes them put less effort into their characters. </p><p></p><p>There is nothing wrong with a game where the GM is out to get the players, so long as he follows the basic rules, and gives them a chance, even if it is a small one. The key is that everyone needs to accept that style of game and the resultant character loss. It could be fun, just as it was fun to play through the no-holds barred Tomb of Horrors. The key there is that we never brought our regular campaign characters with years of play into that deathtrap. We made up some we had no emotional investment in, and let them suffer their fate. And, yes, I am proud that my character was one of two that survived, fleeing the dungeon after collapsing a huge swath of hallway between us and the demilich with a stone to mud spell. It was a fun experience and amazing challenge, but not everyday fare for all gamers.</p></blockquote><p></p>
[QUOTE="Zinovia, post: 5464845, member: 57373"] An interesting post that has caused me to reevaluate the level of challenge in my game. You are right to suggest that a prize too easily won has less value than something you have struggled to achieve. It may well be that I have been going a bit too easy on the group in some ways, but I can't raise the difficulty to the degree that you seem to be suggesting. It isn't just that I am running the game for my friends and don't want to hurt their feelings. In old school dungeon crawls characters were mercilessly slain by fierce monsters or step-and-die traps and replaced by new heroes rolled up on the spot. Now many people prefer to run ongoing campaigns where who the heroes are matters. They are integrally tied to the story. If one of them should fall, he can't be replaced by Ronan the barbarian who conveniently shows up wanting to join the party. Character creation also takes much longer than it did in those days, and players become very attached to their characters. Kill too many of them off, and you go from having characters with depth, background, and goals of their own to Bob the Fighter. Why should the players spend time or effort on a character that is likely to die at the hands of a merciless GM? Knowing they will likely die and have to reroll makes them put less effort into their characters. There is nothing wrong with a game where the GM is out to get the players, so long as he follows the basic rules, and gives them a chance, even if it is a small one. The key is that everyone needs to accept that style of game and the resultant character loss. It could be fun, just as it was fun to play through the no-holds barred Tomb of Horrors. The key there is that we never brought our regular campaign characters with years of play into that deathtrap. We made up some we had no emotional investment in, and let them suffer their fate. And, yes, I am proud that my character was one of two that survived, fleeing the dungeon after collapsing a huge swath of hallway between us and the demilich with a stone to mud spell. It was a fun experience and amazing challenge, but not everyday fare for all gamers. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Of the Adversarial Relationship between DM and Players, and the Need For It.
Top