Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Preserving the Fear Inherent in 1st Level
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="5ekyu" data-source="post: 7490559" data-attributes="member: 6919838"><p>Well, what i see at first level in 5e and similar is the "mortal fear" of death at any moment. most any weapon strike can crit and drop anyone. Any roll can drop you and put you at risk of death and if you use the massive damage rule even a lucky axe strike might one shot dead you at any moment.</p><p></p><p>Dice are the gods.</p><p></p><p>that is not a flavor i try to keep alive and am glad it goes away. i usually actually rule it out in house rules session zero.</p><p></p><p>I prefer for the game to transition its "tension" as the game progresses. Esrliest stages survival and routine challenges are rough. By tier-2 things have shifted beyond the mundane and a host of other challenges and tensions arise.</p><p></p><p>The tension i prefer to keep and cultivate through the campaign is that of "loss". The challenges have stakes and risks and matter not because you might die (time to teleport or fly away) but because there is a reason you are fighting this thing and a reason why you need to win here and now and losing the fight loses you that thing.</p><p></p><p>Its like the difference ebwteeen old school wreslting angles and new school indy dancing.</p><p></p><p>OLD SCHOOL: This cage match is for the belt and if the challenger's manager loses his head gets shaved. The champ wants payback for the beatdown the heels did to his partner who is at ringside in a wheelchair. The heels know this is their last shot at the title. blood will flow cuz these guys hate each other. </p><p></p><p>NEW SCHOOL: Wow what a fantastic series of coordinated stunts one after the other with little if any drama.</p><p></p><p>To make your matches... err fights matter a lot... make the outcomes matter a lot and not just try and make it about whose stunt work wins out over the other.</p><p></p><p>heck, do it that way and even some wins might be costly making the PCs choose between vengence now or saving what matters. "We wont win by killing what we hate, but by saving what we love."</p><p></p><p>Put another way - if a Gm sets up winning and losing as stand-ins for controlling events and losing control of events instead of living or not - a lot of doors open up for his sessions and focus.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7490559, member: 6919838"] Well, what i see at first level in 5e and similar is the "mortal fear" of death at any moment. most any weapon strike can crit and drop anyone. Any roll can drop you and put you at risk of death and if you use the massive damage rule even a lucky axe strike might one shot dead you at any moment. Dice are the gods. that is not a flavor i try to keep alive and am glad it goes away. i usually actually rule it out in house rules session zero. I prefer for the game to transition its "tension" as the game progresses. Esrliest stages survival and routine challenges are rough. By tier-2 things have shifted beyond the mundane and a host of other challenges and tensions arise. The tension i prefer to keep and cultivate through the campaign is that of "loss". The challenges have stakes and risks and matter not because you might die (time to teleport or fly away) but because there is a reason you are fighting this thing and a reason why you need to win here and now and losing the fight loses you that thing. Its like the difference ebwteeen old school wreslting angles and new school indy dancing. OLD SCHOOL: This cage match is for the belt and if the challenger's manager loses his head gets shaved. The champ wants payback for the beatdown the heels did to his partner who is at ringside in a wheelchair. The heels know this is their last shot at the title. blood will flow cuz these guys hate each other. NEW SCHOOL: Wow what a fantastic series of coordinated stunts one after the other with little if any drama. To make your matches... err fights matter a lot... make the outcomes matter a lot and not just try and make it about whose stunt work wins out over the other. heck, do it that way and even some wins might be costly making the PCs choose between vengence now or saving what matters. "We wont win by killing what we hate, but by saving what we love." Put another way - if a Gm sets up winning and losing as stand-ins for controlling events and losing control of events instead of living or not - a lot of doors open up for his sessions and focus. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Preserving the Fear Inherent in 1st Level
Top