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General Tabletop Discussion
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On Choice, Consequence and the Right to Fail
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<blockquote data-quote="Blue" data-source="post: 7935669" data-attributes="member: 20564"><p>I find that a TPK both exceedingly rare and is almost always because of player choices both in engaging and again in not retreating. (Or is at low level and the dice gods are laughing.)</p><p></p><p>You mention that without mentioning character death, so I assume that they have ways to deal with that at their current level. So we're only looking at an actual TPK.</p><p></p><p>I find it rare enough that I wouldn't care to protect against it. If the characters are intentionally treasure hunting that is their choice and I won't undermine it and remove their agency. </p><p></p><p>At the same time I would hope the players will recognize that there are times to run, but that's because as a DM I've trained them already that not all fights are beatable. If the adventure (and book adventures might be like this) have instead trained them that all fights are winnable that's a really worry.</p><p></p><p>EDIT: What I didn't address was the sunk costs of the book, both physical and digital. Resources put into a campaign, be it effort and time, or money, are things we are willing to invest for the fun. I don't see subverting the play of any campaign to protect those resources. If the characters can't "lose", it leaches the meaning and turns it into a participation trophy. (Note: characters losing/winning is not players winning - that's about having fun.)</p></blockquote><p></p>
[QUOTE="Blue, post: 7935669, member: 20564"] I find that a TPK both exceedingly rare and is almost always because of player choices both in engaging and again in not retreating. (Or is at low level and the dice gods are laughing.) You mention that without mentioning character death, so I assume that they have ways to deal with that at their current level. So we're only looking at an actual TPK. I find it rare enough that I wouldn't care to protect against it. If the characters are intentionally treasure hunting that is their choice and I won't undermine it and remove their agency. At the same time I would hope the players will recognize that there are times to run, but that's because as a DM I've trained them already that not all fights are beatable. If the adventure (and book adventures might be like this) have instead trained them that all fights are winnable that's a really worry. EDIT: What I didn't address was the sunk costs of the book, both physical and digital. Resources put into a campaign, be it effort and time, or money, are things we are willing to invest for the fun. I don't see subverting the play of any campaign to protect those resources. If the characters can't "lose", it leaches the meaning and turns it into a participation trophy. (Note: characters losing/winning is not players winning - that's about having fun.) [/QUOTE]
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