overgeeked
Open-World Sandbox
D&D is about the only game we can assume the majority of people have played so it's the easiest and closest to a universal example to use for discussion.Is this thread about rpgs in general or D&D?
D&D is about the only game we can assume the majority of people have played so it's the easiest and closest to a universal example to use for discussion.Is this thread about rpgs in general or D&D?
One way of reading this is D&D is often played essentially as a railroad through a plot, with the action in play consisting in combats where the stakes are 'do we beat it or do we suffer some sort of loss in the form of PC death?'But the threat of character death can be a very interesting, recurring point in games like D&D that feature lethal combat as a common challenge resolution.
Both in and of itself, in the tension that risk creates is a spice for combat - which is a length mechanical aspect of the game when it occurs. Add in the simple fact that many/most combats, especially in the published modules, aren't about anything except overcoming in order to move forward in the plot. Leaving either it's foreordained you'll win, or having a DM willing and experienced enough to think of suitable alternatives every time.
I think that mechanical consequences does not contrast with narrative consequences very strongly in the context of PC death, at least without adding more: after all, that the PC died is an event in the fiction just as much as it is a (potential) mechanical change to the player's game position.Many games, with D&D being a big example, tend to not have mechanical consequences other than loss of HP, which can lead to PC death. There are some minor exceptions to this across editions that allow for some kind of consequence that lingers, but they’re pretty few and far between. I think this is a big part of why many GMs lean so heavily on PC death.
Of course there can always be narrative consequences…failing to clear the Caves of Chaos or failing to learn what happened to the Carlyle Expedition or what have you. But every game can have those.
So with PC death, what’s the consequence for the player? They lose that PC, yes….but they just replace it with another. Perhaps the lost PC was particularly enjoyable to them or what have you, but the game goes on, and the player continues to play.
This is why I said that death isn’t always the most meaningful consequence. There could be (and in many games are) ways forward from that point that allow the player to continue with that PC but which result in a more meaningful change in the game than simply swapping out a PC.
Yes.Is this thread about rpgs in general or D&D?
D&D is about the only game we can assume the majority of people have played so it's the easiest and closest to a universal example to use for discussion.
Because pop-Cthulhu owes more to CoC than it does to Lovecraft himself. In the writings of HPL Cthulhu was defeated by ramming him with a fishing boat. In pop-Cthulhu Cthulhu is on an unimaginable power scale and the fishing boat would just bounce.I haven't read the whole of HPL's corpus, but have read multiple hundreds of pages. Is there a story where the protagonist dies? Not in Call of Cthulhu itself, not in The Shadow out of Time, not in At the Mountains of Madness, I think not in The Dunwich Horror. Maybe in Shadow Over Innsmouth, depending how you look at it.
So why would I expect character death to be a serious prospect in a CoC game?
Drop the "railroad through a plot" and I'm with you. Combat-unto-death-as-challenge-resolution is a common theme in D&D regardless if it's a railroad, a sandbox, a hexcrawl, or something else.One way of reading this is D&D is often played essentially as a railroad through a plot, with the action in play consisting in combats where the stakes are 'do we beat it or do we suffer some sort of loss in the form of PC death?'
In the H. P. Lovecraft story the Call of Cthulhu, Cthulhu was rammed in the head by a steam-ship...and he instantly started regenerating. Like hitting a troll with a rock. So temporarily “defeated” by taking a steam-ship to the face. We should note that at the time the story was written, the steam-ship was the most powerful bit of water-borne technology invented by humans. The effect is different on modern readers from the original intent. Then it was meant to convey the horror that even our most powerful water-borne invention was only a split second reprieve, now it reads like “LOL, Cthulhu was taken out by a boat.” The ignored context matters.Because pop-Cthulhu owes more to CoC than it does to Lovecraft himself. In the writings of HPL Cthulhu was defeated by ramming him with a fishing boat. In pop-Cthulhu Cthulhu is on an unimaginable power scale and the fishing boat would just bounce.
Fair points.
Though, I think it's also fair to say that a lot of highlighted issues and "problems" only exist because of rules-structures which are unique to D&D. So, while it may be a "universal" example in the context that many people play D&D; I do not believe that it serves as a good universal example in the context of rules-structure, narrative-structure, or how roleplaying games function in general.
Don't get me wrong. Despite the fact that I admittedly make (and have made) posts which are negative toward D&D, I enjoy playing it.
However, I often find it strange that so many complaints about how the game works also coincide with refusals to try different games.
To clarify, I'm not suggesting that behavior fits you as an individual. It's more of anecdotal observation of subsections within the D&D community.
•"I hate the d20, levels, and class-based systems."
-"Have you tried playing [different game] instead of D&D?"
•"How dare you imply that I'm playing the game wrong!?"
I think that mechanical consequences does not contrast with narrative consequences very strongly in the context of PC death, at least without adding more: after all, that the PC died is an event in the fiction just as much as it is a (potential) mechanical change to the player's game position.
In the H. P. Lovecraft story the Call of Cthulhu, Cthulhu was rammed in the head by a steam-ship...and he instantly started regenerating. Like hitting a troll with a rock. So temporarily “defeated” by taking a steam-ship to the face. We should note that at the time the story was written, the steam-ship was the most powerful bit of water-borne technology invented by humans. The effect is different on modern readers from the original intent. Then it was meant to convey the horror that even our most powerful water-borne invention was only a split second reprieve, now it reads like “LOL, Cthulhu was taken out by a boat.” The ignored context matters.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.