Tigerbunny
First Post
ForceUser said:For the record, I want the players to become true heroes. I want this badly--for me, heroism is the bread and butter of fantasy RPGs. I just don't want it to be easy; I want the journey to be fraught with danger. I want the path of the hero to be a challenging one, both physically and morally. I want them to choose the heroic path even though it is the harder road to take. I don't want them to abandon self-preservation, but neither do I want them to assume that they will never take significant risks to achieve their goals. Heroes make personal sacrifices for the greater good--the FDNY firefighters who unhesitantly rushed into the WTC knowing full well it could collapse at any moment are true heroes; Conan the Barbarian, cleaver of a thousand enemies, is not. To me heroism is a state of mind, a choice to do the right thing even though it is unpopular or dangerous; heroism has nothing to do with having the ability to lay down an arse-whupping. Those fights will (and do) happen in my campaign, but it is the character who bravely stands up to the powerful necromancer and says "No, your evil stops here"--even though that foe could end him--that is the true hero. Those are the type of heroes that I want to see, and they are what I have tried (and failed, through my mistakes) to encourage.
Regarding TPKs, first let me say that allowing TPKs is a gaming style choice that I embrace. I will not save a party from their own stupidity, and nobody has script immunity in my games. Sometimes ignoble deaths occur, thems the breaks, and I won't lose any sleep over it. The PCs are inhabitants of a world, and that world has rules that it operates on, and sometimes fate, or karma, or bad die rolls, or whatever, will end a character. That said, I am not above flubbing die rolls when I've obviously messed up an EL, and I even un-TPKed the party once when it became obvious that I had made a crucial mistake that would have made a difference to the outcome.
It's good that you know where you stand on these things, ForceUser and can state it clearly. Do your players all understand this about you and your game? Do they all agree with you about it? Or is this something you feel is just the way it should be and have imposed on your game because you're the DM....?
When you have conflicts within a gaming group, more often than not it's because people have some unexamined assumptions about 'the way things are (or should be)'. When one of those people is the DM, often they just get to make their assumptions the laws of the universe, and then wonder why their players aren't playing along or aren't having fun.
Maybe your players don't have the same definition of 'heroes' that you do. Maybe they don't want to be heroes at all... I've certainly known players who didn't. Get those assumptions - on both sides of the screen - out in the open. There is no game if the players and the DM can't agree on what it is that they're doing together. It is NOT the responsibility of the players to 'get it' and conform to the DM's vision, nor is it appropriate for a DM to take it upon himself to 'teach them a lesson' if they're not cooperating.
Frankly, it's disappointed to see how much of the advice in this thread has been various flavors of 'how to bully, manipulate, or otherwise trick players into DOING IT RIGHT.'
Best,
Mark