overgeeked
Open-World Sandbox
Exactly. There’s often a disconnect between what the players choose for their characters to do and what any reasonable, thinking, non-insane person would do in any given situation. The players are most often there for escapist power fantasy, where they are the stars and they face no consequences for their actions. This is how 5E is designed. The rules enforce this by making there be no lasting consequences and only what the DM can think of that the players will care about as motivation. Characters are superheroes who can survive swimming through lava and swan diving off towers. So the players act accordingly. Players play to the rules, not the world or what would make sense for a real person. If you want them to behave like real people, you either need a rule set that enforces that mindset, a willingness to change the rules you use to enforce that mindset, or use a rule set much lighter that allows for far more rulings than rules. It’s one reason I love FKR games. They push players toward RPing their characters like real people in a real world.One thing i want from my players (any players, not just one particular group) that I rarely if ever get is PCs acting like living people, including (importantly) a desire to continue living. Not in a refusal of the call to action, or a fear of facing danger kind of way -- after all, the real world is full of soldiers and firefighters and mountain climbers and all sorts of folks who presumably want to live but choose danger for one reason or another -- but just a "make decisions that are likely to prolong their lives kind of way. Surrendering in the face of overwhelming odds is one of those kinds of choices.
Last edited: