The_Gneech said:
"You win some, you lose some," is a necessary element of sustained enjoyment. "You win some, and then you win some more," is a surefire recipe for people quickly becoming tired of the game and finding something else to do with their Saturday night.
Sundragon2012 said:
D&D isn't supposed to be competitive between the DM and the players. I am 100% against an adversarial relationship between DM and players. However, where you have it wrong is that there is a distinct competition for survival between PCs and their enemies.
The PCs and their enemies are in competition. It does not follow from that that the
players are necessarily doing anything competitive at all, either with one another or the GM. They may be, of course, but they need not be. Depending on how the players derive their pleasure, the notion of "win some, lose some" may or may not have useful applicaiton in a roleplaying game.
Sundragon2012 said:
That the very real possibility of character death is unfun in an adventure game where the point is to face terrible foes and hopefully be victorious, but with absolutely no guarantees. There is NOTHING heroic about guaranteed victory.
Sundragon2012 said:
Sucks to have to worry about proper provisioning for a life threatening expidition to the underworld where you are guaranteed to be attacked and likely injured and perhaps even killed.
<snip>
Oh yeah, they still want to be heroes but risk nothing and have to put no thought into preparation for their undangerous, undeadly, unheroic adventures.
Again, there seems to be a confusion here between the PCs and the players. The PCs are heroic adventurers. The players may or may not want to themselves engage in the thought processes that such heroes would engage in in planning their expedition. Likewise, the players may or may not want to experience the loss that the PCs feel when they are defeated or killed.
KarinsDad said:
The DM has to keep track of this stuff for all of his NPCs. Each player has to keep track of it for one PC (typically unless they have a cohort).
<snip>
if a player is incapable of keeping track of the dynamic elements of his PC, then he's doing it wrong.
The player may not want to live through the experience that her PC does, of having to scrounge and tally every piece of equipment that is essential to the success of the mission.
WarlockLord said:
I think I have to speak up in defense of save or dies.
1) The 'save or die' effects are a main part of the fantasy genre.
<snip>
3) This is a fight, you know. You guys are engaged in mortal combat with the enemy. They are not expected to be nice. They will try their best to kill you. If you do not like this, go ask the DM to give the orcs wiffle bats, or, better yet, play Candyland. This is D&D.
The players may want to experience the adversity that the PCs do. But they may not.
Vlos said:
this game is about heroic adventurers, going out and slaying creatures and evil people! Even in the movies the hero dies! So if you take out the auto fail on a "1", and also take out the Save or die spells, why even have spells? What is the point of adventuring?
But RPGs are not movies. If the PC dies, the player has nothing to do in the game. This is a problem if the player turned up to play the game.
wgreen said:
Re: save-or-die effects, paralyzation, etc., I truly don't understand why so many people are defending a mechanic that tells players to stop playing for modest-to-long stretches of time during a session. I mean, did you come to play D&D, or did you come to play Nintendo while your friends play D&D? That is why so many people want to say good-bye to save-or-die; it's nothing to do with challenge. After all, what's challenging about rolling a 1 and then going to read a book while your pals continue with the fun?
Agreed.
Glyfair said:
As I pointed out in another thread, death is not a necessary element in D&D to provide risk to the player characters. A game could be structured so that the PCs will never die unless they choose to die. When they fight they are risking things other than their life.
However, what is also clear from those discussions is that there are a large number of D&D players who feel that isn't playing D&D "right." Without the risk of death there is no risk, in their opinion. They wouldn't want to play D&D if there was no risk of death.
Agreed.
SavageRobby said:
I see a bigger and bigger disconnect between those who want verisimilitude (or a close portrayal of reality, as close as you can get with Dragons and magic and such), and those who want cinematic action. IMO, gritty & verisimilitude come at the expense of having some of the "unfun" elements discussed. To solve those "unfun" issues, you get a more cinematic game. I see a place for both, but I think the market researchers have decided that cinematic wins out in terms of sales to the new gamer (or the WOW players).
For me, the disconnect consists more in the inability to recognise that different player preferences can be supported or hindered by different rulesets. Thus, instead of discussing the utility of different rulesets for different purposes, debate degenerates into a question of which preferences constitute "genuine D&D". Looking at the early texts of D&D will show there
always to have been very different approaches to play (compare Roger Musson and Lewis Pulsipher in early numbers of White Dwarf, for instance).
In my view 1st ed AD&D, with its emphasis on large parties of multiple PCs per player (whether literally, or via henchmen & hirelings), lent itself well to a play style in which the pervasive risk of character death was not an obstacle to fun - because each player would always have a character to manipulate in the gameworld - and in which the main pleasure in play was operational success (and thus it did not matter
which of "your guys" you ended up playing as the ingame vehicle to that success).
That is not to say that all 1st ed play was wargaming play - just that the rules offered firm support for that style of play.
Later editions have tended to emphasise a greater degree of player identification with a single PC. This style of play also attracts players who are not interested in the operational minutiae of wargaming play. Hence the complaints about tracking arrows and encumbrance.
A consequence of this widespread change in play style is that the death of that PC means the player is unable to play. Perhaps ironically, therefore, this more contemporary style of play can draw support from mechanics which actually separate the player's experience from the PC's experience - ie which do not require the players to undergo the adversities of the PCs. Mechanics which give the players control over aspects of the gameworld other than their PCs' decision-making - of which Fate Points are a common instance - are one example. With such mechanics in play, when a PC faces adversity the player does not experience that adversity him- or herself, but rather spends a Fate Point to relieve the adversity. I believe that this sort of play can be fun - but the fun will no longer consist in overcoming operational challenges.
As a trivial example, these sorst of mechanics can be used to give a satisfactory solution to the arrow problem:
Rolzup said:
Or, put in the player's hands. Want an extra Action Point when you really need it? Take a setback -- you run out of arrows, your sword breaks, your horse steps in a gopher hole, whatever fits the circumstances.
Of course, an equally acceptable approach for those who do not care for operational play would be simply to ignore or handwave arrows, as Cadfan has been arguing.
In any event, the game designers have to choose which sorts of mechanics to use, and thereby which style of play to support. My feeling is that operational play is losing out - this would be just a continuation of a trend which has been unidirectional since the end of 1st ed, and is pretty common across the RPG world. If this is correct, it is rational for those who enjoy operational play, and want rules to support it, to be disappointed. But I don't think there is any basis for them attacking the play preferences of others.