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On the Evolution of Fantasy and D&D
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<blockquote data-quote="Yora" data-source="post: 8605673" data-attributes="member: 6670763"><p>I blame Dragolance.</p><p></p><p>The idea that the players are acting out a pre-written story is what really cemented the "kill everything" approach. Can't have the PCs die, as it would disrupt the story, so the GM has to fudge to make them survive every fight. And when every fight is survivable, then why give in to enemies by retreating? Players know they can't lose, and their characters are special, so they deserve to win every time.</p><p></p><p>Maybe some or many groups did chose to fight everything they encounter because the GM was ignoring the reaction roll mechanic and simply make all encounters hostile. But in the 70s and early 80s, the rules were designed to have parties run into monsters that can wipe the floor with them on a regular basis, and to have them encounter a large number of creatures that aren't looking for a fight or might offer them assistance. There were a number of rules to create environments and situations where PCs are almost certain to die if they try to kill everything.</p><p>Dragonlance dropped that whole idea and instead established that the PCs are special and can not lose. Unless the script says that they will lose. Then they can not win and not escape.</p></blockquote><p></p>
[QUOTE="Yora, post: 8605673, member: 6670763"] I blame Dragolance. The idea that the players are acting out a pre-written story is what really cemented the "kill everything" approach. Can't have the PCs die, as it would disrupt the story, so the GM has to fudge to make them survive every fight. And when every fight is survivable, then why give in to enemies by retreating? Players know they can't lose, and their characters are special, so they deserve to win every time. Maybe some or many groups did chose to fight everything they encounter because the GM was ignoring the reaction roll mechanic and simply make all encounters hostile. But in the 70s and early 80s, the rules were designed to have parties run into monsters that can wipe the floor with them on a regular basis, and to have them encounter a large number of creatures that aren't looking for a fight or might offer them assistance. There were a number of rules to create environments and situations where PCs are almost certain to die if they try to kill everything. Dragonlance dropped that whole idea and instead established that the PCs are special and can not lose. Unless the script says that they will lose. Then they can not win and not escape. [/QUOTE]
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