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Community
General Tabletop Discussion
*Dungeons & Dragons
"Run away! Run away!" ... what if they don't?
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<blockquote data-quote="jgsugden" data-source="post: 7451389" data-attributes="member: 2629"><p>"Intentionally playing badly" is poor word choice, here. Both players and DMs need to consider the group when they design. </p><p></p><p>D&D in an RPG - a role playing game. Characters play a role in a story. The players and DM work together to tell a fun and engaging story. Neither the DM, nor the players, should make choices that they know will be 'unfun' for others in the group. However, a character doesn't have to be the epitome of logic to be fun.</p><p></p><p>If the DM speaks with the players to find their interests and crafts a world of intrigue, diplomacy and espionage in response to the groups requests, and then one player creates a dwarven barbarian that charges in head first and ignores all warning signs, that player is likely betraying the agreed upon design that the DM and players settled upon. If, however, the group is running a published module that is essentially a stand-alone dungeon delve, then the player may not be doing anything wrong by playing a careless and nearly suicidal dwarven barbarian. If he dies, then he can be easily replaced - and it may be fun for the entire group to have the 'Dwarven Trap Detector' in the group. </p><p></p><p>To respond to another note: TPKs in 5E are easily possible when a party is facing a difficult challenge and they have a little bad luck early. I've seen more than a few. The death save mechanic gives you a chance to save them, but not if everyone goes down, or if there are a lot of damage sources to give them those auto failures. Flying PCs can end up dying very easily if they go unconscious.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7451389, member: 2629"] "Intentionally playing badly" is poor word choice, here. Both players and DMs need to consider the group when they design. D&D in an RPG - a role playing game. Characters play a role in a story. The players and DM work together to tell a fun and engaging story. Neither the DM, nor the players, should make choices that they know will be 'unfun' for others in the group. However, a character doesn't have to be the epitome of logic to be fun. If the DM speaks with the players to find their interests and crafts a world of intrigue, diplomacy and espionage in response to the groups requests, and then one player creates a dwarven barbarian that charges in head first and ignores all warning signs, that player is likely betraying the agreed upon design that the DM and players settled upon. If, however, the group is running a published module that is essentially a stand-alone dungeon delve, then the player may not be doing anything wrong by playing a careless and nearly suicidal dwarven barbarian. If he dies, then he can be easily replaced - and it may be fun for the entire group to have the 'Dwarven Trap Detector' in the group. To respond to another note: TPKs in 5E are easily possible when a party is facing a difficult challenge and they have a little bad luck early. I've seen more than a few. The death save mechanic gives you a chance to save them, but not if everyone goes down, or if there are a lot of damage sources to give them those auto failures. Flying PCs can end up dying very easily if they go unconscious. [/QUOTE]
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Community
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"Run away! Run away!" ... what if they don't?
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