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*TTRPGs General
Player entitlement and "My Precious Encounter"
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<blockquote data-quote="Hautamaki" data-source="post: 5810559" data-attributes="member: 42219"><p>This is a good point, and in the early going you WILL have a lot of deaths and maybe even a TPK or two from inexperienced players (or even experienced players who are just not used to your DMing style).</p><p></p><p>Last campaign I ran the players suffered 20 character deaths and came to within 1 last character of TPK on two occasions.</p><p></p><p>But, they had a blast. It was easily the most fun they'd ever had at the gaming table.</p><p></p><p>There's two ways players can respond to this playstyle. One is to get so used to character death that they no longer mind. This is the playstyle my players have adopted; even after dying 20 times they are happy to swing first and ask questions later of any encounter with monsters. Lately they've been on a run of luck and haven't died for a few sessions. They expressed dissatisfaction with that state of affairs and want me to throw in more tougher monsters so they start dying more often again!</p><p></p><p>Another way to go with that GM style is to become more cautious as you say. But that's fine too imo; it enhances the verisimilitude of the experience. And cautious doesn't have to mean timid; for good, clever players, it should just mean thinking carefully about the best way to take down monsters and coming up with clever plans to conserve resources against low EL monsters and overcome high EL challenges through creative use of their abilities and the conditions of the game world. This is just as much an aspect of 'role playing' a party of expert adventurers as acting out an encounter with the local lord.</p></blockquote><p></p>
[QUOTE="Hautamaki, post: 5810559, member: 42219"] This is a good point, and in the early going you WILL have a lot of deaths and maybe even a TPK or two from inexperienced players (or even experienced players who are just not used to your DMing style). Last campaign I ran the players suffered 20 character deaths and came to within 1 last character of TPK on two occasions. But, they had a blast. It was easily the most fun they'd ever had at the gaming table. There's two ways players can respond to this playstyle. One is to get so used to character death that they no longer mind. This is the playstyle my players have adopted; even after dying 20 times they are happy to swing first and ask questions later of any encounter with monsters. Lately they've been on a run of luck and haven't died for a few sessions. They expressed dissatisfaction with that state of affairs and want me to throw in more tougher monsters so they start dying more often again! Another way to go with that GM style is to become more cautious as you say. But that's fine too imo; it enhances the verisimilitude of the experience. And cautious doesn't have to mean timid; for good, clever players, it should just mean thinking carefully about the best way to take down monsters and coming up with clever plans to conserve resources against low EL monsters and overcome high EL challenges through creative use of their abilities and the conditions of the game world. This is just as much an aspect of 'role playing' a party of expert adventurers as acting out an encounter with the local lord. [/QUOTE]
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