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Old School : Tucker's Kobolds and Trained Jellies
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<blockquote data-quote="Andor" data-source="post: 5839605" data-attributes="member: 1879"><p>Not unfairness <em>per se</em>. A lack of the expectation of fairness is closer to what I am trying to get across. If the PCs are never really at risk, how are they heros?</p><p></p><p></p><p></p><p>I almost agree with you on the first part, except that the story is whatever happens to our characters. If they get eaten by a bear, then that is the story, perhaps it will serve as a cautionary tale to the next adventurer. If the monster encountered is ill fitting to the world, then I agree with you completely. I would be severely annoyed if my party was wiped out by a random group of Drow in the middle of a desert at high noon. Because sun hating drow running about at high noon is sufficiently out of character <em>for the world</em> that it requires narrative justification. However if I was hunting bear in a cave and a troll came up from behind and ate our minstrel, then there is not much to complain about as trolls are known to inhabit the mountains, are fond of caves, and probably eat bears. It was my own damn fault for not posting a guard behind us.</p><p></p><p>As to the second you are missing my entire point. It's when you are confronting an unscaleable wall to the front while certain death persues you from the rear that the moments I'm looking for come from. This is when you find the clever way out, or use the solution the GM never thought of. And if you don't and you die, the purpose, the meaning of it is this: Adventuring is hard, dangerous work. Only the cleverest, the bravest, the luckiest should dare it. And those that try and fail shower glory on those that succeed. </p><p></p><p>Without that risk you might as well play Arnold, the heroic door-to-door insurance salesman. </p><p></p><p></p><p> I'm not saying TPKs are fun, I'm saying that it's more fun to escape from a potential TPK by using the players brains, rather than the characters "avoid TPK" spell.</p></blockquote><p></p>
[QUOTE="Andor, post: 5839605, member: 1879"] Not unfairness [I]per se[/I]. A lack of the expectation of fairness is closer to what I am trying to get across. If the PCs are never really at risk, how are they heros? I almost agree with you on the first part, except that the story is whatever happens to our characters. If they get eaten by a bear, then that is the story, perhaps it will serve as a cautionary tale to the next adventurer. If the monster encountered is ill fitting to the world, then I agree with you completely. I would be severely annoyed if my party was wiped out by a random group of Drow in the middle of a desert at high noon. Because sun hating drow running about at high noon is sufficiently out of character [i]for the world[/i] that it requires narrative justification. However if I was hunting bear in a cave and a troll came up from behind and ate our minstrel, then there is not much to complain about as trolls are known to inhabit the mountains, are fond of caves, and probably eat bears. It was my own damn fault for not posting a guard behind us. As to the second you are missing my entire point. It's when you are confronting an unscaleable wall to the front while certain death persues you from the rear that the moments I'm looking for come from. This is when you find the clever way out, or use the solution the GM never thought of. And if you don't and you die, the purpose, the meaning of it is this: Adventuring is hard, dangerous work. Only the cleverest, the bravest, the luckiest should dare it. And those that try and fail shower glory on those that succeed. Without that risk you might as well play Arnold, the heroic door-to-door insurance salesman. I'm not saying TPKs are fun, I'm saying that it's more fun to escape from a potential TPK by using the players brains, rather than the characters "avoid TPK" spell. [/QUOTE]
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