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General Tabletop Discussion
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Sidelining Players- the Good, the Bad, the Ugly, and the Poll
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<blockquote data-quote="Jester David" data-source="post: 7153736" data-attributes="member: 37579"><p>I have issues with that. </p><p></p><p>First, while I'm not about punishing players for "making mistakes" or overly penalizing people, if the response to death is a new character of the exact same level and gear just spawns it sure trivializes death. </p><p>"My character died? Cool! Now I can try that new warlock/paladin build without the awkwardness of low levels."</p><p>Doubly so if the replacement character is a carbon copy. </p><p></p><p>Second, it's silly in a dungeon. Why is there suddenly a person in the dungeon that hadn't been opened in centuries? </p><p>And it's always weird when the player characters meet a random person and suddenly trust them with their lives. They're super suspicious of everyone they meet ever, but rando the fighter in the dungeon is cool.</p><p></p><p>Yeah, I want to bring that player back in as soon as possible… but it needs to make some sense. </p><p></p><p>Third, what about resurrection? </p><p>If the players are going to cast <em>raise dead</em> that player is at the mercy of the players having the gold and stopping for a rest. The rest of the table should be required to stop adventuring and having fun to go back to town, put the story on brakes, to bring on PC back. </p><p></p><p>That's excluding situations where the character isn't dead, but isn't contributing. Like the result of being <em>feebleminded</em> or petrified or polymorphed into a newt.</p><p></p><p></p><p>I'll take your word for it. This is my third post in it and I only read the first page.</p><p></p><p></p><p>"Back in the day" you also had to start at 1st level. Or ended up playing a hireling and literally be another party member's servant. </p><p>(Which is still a decent option. I always like having a helper character handy for that reason.)</p><p></p><p>Having to wait a few hours to join with a brand new character isn't much of a chore. </p><p></p><p></p><p>So dying has to be an equivalent penalty to being stunlocked? </p><p>So you should be able to replace characters after every fight? </p><p></p><p>Why not just remove death from the game or have characters respawn like <em>World of Warcraft</em>? Or <em>DragonAge: Inquisition</em> where so long as you don't wipe, everyone just staggers to their feet at the end of the fight in unison.</p><p></p><p></p><p>Yes.</p><p>But you *can* be removed from play in Monopoly. Which can take a couple hours to play. With bad luck, you could be out of play in 30 minutes watching everyone else circling the board for 90 more minutes.</p><p></p><p>And Risk for that matter, which can run up to 8 hours. </p><p>To say nothing of a game like Twilight Imperium...</p><p></p><p></p><p>Assuming you have a five person table (including the DM) and everyone is talking the exact same amount during RP sessions (which is a stretch given the DM generally talks twice or three times as much) you verbally contribute 20% of the spoken words at the table. </p><p>And, assuming they're running more than one creature and non-hordes, the DM will likely be making twice as many rolls in combat as any other player. So you're in the spotlight of combat roughly 15% of the time. </p><p>Add a fifth player and those numbers drop. </p><p></p><p>The difference between being dead and unable to participate and being alive and participating is still a minority of the game. </p><p>And you could still conceivably offer suggestions in play. Acting as the 18 Intelligence wizard's subconscious. "If Bob the fighter were here I know just what he'd say…" </p><p></p><p></p><p>Finding just one survivor in the middle of an Alberta winter in a building without power in an area under the control of maniacs that hunt and kill people on sight was a stretch. </p><p>Two just pushes things to incredulity. Especially when the first said they were alone.</p><p></p><p>Had I made an issue of it, sure there's suddenly be a second survivor. But he and I bought thought it'd be a one session thing. The rest of the party though is taking their sweet time...</p><p></p><p></p><p>Yes. </p><p>Because I'm still spending time with friends. I made a task for myself of managing the sound. I drew my webcomic. I listened and laughed with the jokes. Because my friends are funny and watching the chaos unfold at the table is always entertaining. </p><p>(And when the party got separated, the GM tasked me with running them through their little adventure.)</p><p></p><p>Hey, I spend one free evening a week watching stranger play RPGs on <em>Critical Role</em>. Which is people I don't know personally with a story I can never impact. </p><p>Why would I have a problem spending a similar length of time watching my friends play in a story I can impact in the future?</p><p></p><p></p><p>I have never seen a table entirely focused on the game at all times and not occasionally drifting into side conversation in my twenty-five years of gaming.</p><p>(With the possible exception of GenCon convention specials where just hearing the DM is nigh-impossible and there is a hard time limit.)</p><p></p><p></p><p>*ahem*</p><p>Your DM is penalizing you for being social during a social game for 3hrs and 15 mins...and you see nothing wrong with it???</p></blockquote><p></p>
[QUOTE="Jester David, post: 7153736, member: 37579"] I have issues with that. First, while I'm not about punishing players for "making mistakes" or overly penalizing people, if the response to death is a new character of the exact same level and gear just spawns it sure trivializes death. "My character died? Cool! Now I can try that new warlock/paladin build without the awkwardness of low levels." Doubly so if the replacement character is a carbon copy. Second, it's silly in a dungeon. Why is there suddenly a person in the dungeon that hadn't been opened in centuries? And it's always weird when the player characters meet a random person and suddenly trust them with their lives. They're super suspicious of everyone they meet ever, but rando the fighter in the dungeon is cool. Yeah, I want to bring that player back in as soon as possible… but it needs to make some sense. Third, what about resurrection? If the players are going to cast [i]raise dead[/i] that player is at the mercy of the players having the gold and stopping for a rest. The rest of the table should be required to stop adventuring and having fun to go back to town, put the story on brakes, to bring on PC back. That's excluding situations where the character isn't dead, but isn't contributing. Like the result of being [i]feebleminded[/i] or petrified or polymorphed into a newt. I'll take your word for it. This is my third post in it and I only read the first page. "Back in the day" you also had to start at 1st level. Or ended up playing a hireling and literally be another party member's servant. (Which is still a decent option. I always like having a helper character handy for that reason.) Having to wait a few hours to join with a brand new character isn't much of a chore. So dying has to be an equivalent penalty to being stunlocked? So you should be able to replace characters after every fight? Why not just remove death from the game or have characters respawn like [i]World of Warcraft[/i]? Or [i]DragonAge: Inquisition[/i] where so long as you don't wipe, everyone just staggers to their feet at the end of the fight in unison. Yes. But you *can* be removed from play in Monopoly. Which can take a couple hours to play. With bad luck, you could be out of play in 30 minutes watching everyone else circling the board for 90 more minutes. And Risk for that matter, which can run up to 8 hours. To say nothing of a game like Twilight Imperium... Assuming you have a five person table (including the DM) and everyone is talking the exact same amount during RP sessions (which is a stretch given the DM generally talks twice or three times as much) you verbally contribute 20% of the spoken words at the table. And, assuming they're running more than one creature and non-hordes, the DM will likely be making twice as many rolls in combat as any other player. So you're in the spotlight of combat roughly 15% of the time. Add a fifth player and those numbers drop. The difference between being dead and unable to participate and being alive and participating is still a minority of the game. And you could still conceivably offer suggestions in play. Acting as the 18 Intelligence wizard's subconscious. "If Bob the fighter were here I know just what he'd say…" Finding just one survivor in the middle of an Alberta winter in a building without power in an area under the control of maniacs that hunt and kill people on sight was a stretch. Two just pushes things to incredulity. Especially when the first said they were alone. Had I made an issue of it, sure there's suddenly be a second survivor. But he and I bought thought it'd be a one session thing. The rest of the party though is taking their sweet time... Yes. Because I'm still spending time with friends. I made a task for myself of managing the sound. I drew my webcomic. I listened and laughed with the jokes. Because my friends are funny and watching the chaos unfold at the table is always entertaining. (And when the party got separated, the GM tasked me with running them through their little adventure.) Hey, I spend one free evening a week watching stranger play RPGs on [i]Critical Role[/i]. Which is people I don't know personally with a story I can never impact. Why would I have a problem spending a similar length of time watching my friends play in a story I can impact in the future? I have never seen a table entirely focused on the game at all times and not occasionally drifting into side conversation in my twenty-five years of gaming. (With the possible exception of GenCon convention specials where just hearing the DM is nigh-impossible and there is a hard time limit.) *ahem* Your DM is penalizing you for being social during a social game for 3hrs and 15 mins...and you see nothing wrong with it??? [/QUOTE]
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