Rystil Arden said:
I'm sorry, I'm going to have to break the rules here a bit. You've got to be kidding me! You think D&D would be more fun if you started murdering your players? Please tell me this is a joke or a mistake?
There is a difference between players never dying, and players very, very rarely dying. What if the players are making very unwise decisions? IMO, if the players sense that there is NO possibility that their characters could die no matter what they do, it really takes away from all those undefinable abstract things people talk about like sense of wonder, immersion etc.
That said, I'm not advocating killing a player in a shower of anvils just because they are
Just to cite one example. You have a fairly low level party who knows there are some ogres in the area. The ogres are more than a match in a direct fight, but the ogres are not too bright. There are a number of ways the players could get the ogres. Divide and conquer (lure the ogres away from each other and destroy them in detail) trick the ogres in various ways, set traps, enlist allies. Even if they prefer a direct fight their chances can be vastly enhanced by setting up a clever ambush, or getting the ogres to attack them in favorable terrain (while they are in a fortified position perhaps, or on top of a steep hill).
If your low level party decides instead to just go at it head to head with the ogres knowing full well how tough they are in a strait fight, then you kind of have to let the cards fall where they may. At least to some extent. Ideally, maybe the party will get away with no deaths, or just one or two, and learn and important lesson.
If a player dies, as a DM I will definately feel that I screwed up. I didn't communicate to the players what the environment was like. (I didn't make it apparent enough how tough the ogres were ) or I didn't make alternative options apparent enough. Or I have simply designed the wrong kind of campaign for this particular group.
On the other hand, as a player I know that a sense of danger makes the game come alive for me much more. If I have the feeling that I'm invulnerable, it takes a lot of the wind out of my sails. I feel like Im goijng through the motions. I feel exactly the same way about the (to me) crazy idea of being able to expect a certain amount of treasure automatically for each session or each encounter, or by each level. How much treasure I get should depend on how much I can actually find, get a hold of and spirit away!
I guess I come from a very different way of playing than most people these days.
BD