If you remove death from the table D&D looks a lot like 5th edition.
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If you remove death from the table D&D looks a lot like 5th edition.
Contrived.That said: if a group decides to treat their PCs like protagonists in a longer story and effectively take the kind of unsatisfying, random death caused by bad die rolls out of the equation, what does a D&D campaign look like?
And what about those of us who don't include--and again, I cannot stress this enough--sudden and permanent death, but NEVER, explicitly ABSOLUTELY NEVER, fudge rolls or predetermine outcomes?Absolutely none of this would occur if I, the DM, had decided in advance to fudge rolls because I needed the PCs to survive, perhaps to fulfill a prophecy I wrote in advance or whatever railroad design you want to imagine. It is no different if the players were collaborating on this effort to fudge away anything lethal so you could make the story you intended to make.
That, to me, would be the ultimate insult to the game: to predetermine how it should turn out.
A friend and I were talking about running games, player characters, story and protagonists. Long story short we decided that in most cases, the protagonists' lives are not really on the line and if they are it is at a climactic or dramatically appropriate time.
Before I continue: I do not believe this is the best way to play D&D. I like emergent story, and sometimes the story is "you fell in a goblin hole and got eaten by rot grubs." Adventuring is dangerous business, the heroes are the ones that survive, and so on.
That said: if a group decides to treat their PCs like protagonists in a longer story and effectively take the kind of unsatisfying, random death caused by bad die rolls out of the equation, what does a D&D campaign look like? If you play this way, how does it work and how does/did it go? if you don't play this way, what do you think? if you refuse to play this way, why and what are you worried about?
Thanks!
"More worried about their weapon." That's horrible! But it does tell us a little about what happens (to stories) when the main characters 1) have hit points and 2) can be re-rolled/resurrected.Back in the day, I recall a mid-tier character being attacked by a rust monster and a raging barbarian ogre with a high-grit weapon. They were by far more worried about their weapon being destroyed than being killed. BY FAR.
. . .
Another effect is that players are less cautious. Whether you view that as a good thing or not is a matter of choice. For me, I got fairly tired of the rogue always announcing his they were checking for traps, or the party always wanting to go home when out of healing spells, or taking all their spells as boring damage or damage mitigators rather than more fun role-play friendly spells.
Never say never. Being in control of a roll's story outcome is the same power as the ability to fudge. To wit:And what about those of us who don't include--and again, I cannot stress this enough--sudden and permanent death, but NEVER, explicitly ABSOLUTELY NEVER, fudge rolls or predetermine outcomes?
I exercise my ability to use the tools I've established in-fiction creatively, and to insert new developments into the world that can be discovered, puzzled out, and (sometimes) controlled by the players. I never, EVER fudge rolls.
I generally don't let death happen unless a PC chooses it. There are oodles of interesting ways to punish players - killing the character is too kindThat said: if a group decides to treat their PCs like protagonists in a longer story and effectively take the kind of unsatisfying, random death caused by bad die rolls out of the equation, what does a D&D campaign look like? If you play this way, how does it work and how does/did it go? if you don't play this way, what do you think? if you refuse to play this way, why and what are you worried about?
You misunderstand. I'm referring to what the various 300+ page rulebooks in D&D bring to the table rather than to what the DM and players bring to the table independently of the D&D rules.Wow... that's a sad list if that's all you've ever had to worry about in a D&D game. My parties have built kingdoms, installed kings, established Keeps and built out fiefdoms, because of them I've got a city that is the lace producing capital of the world. (something I never planned).
And all of that is stuff that can be on the table. Reputations, property, Followers, Orders, Kingdoms, Navies, It can all be affected by thier actions good or bad. If you let the players pursue their plans you'll be surprised how much it expands the actual consequences you can use on them.