Lurks-no-More
First Post
Some of the best D&D sessions and campaigns I've had involved our characters being on the run from a hated enemy, trying desperately to reason their way through the world-breaking prophecy they had found themselves entangled in, and so on. The characters were having a terrible time; the players were having a terrific time.pemerton said:I know by "them" you don't really mean "your players" but rather "their PCs". Nevertheless, I think this is telling, because it suggests a high degree of expectation, in your game, that the player's experience will mirror that of the PCs - for example, that a setback for the PCs is also a setback for the players. Not all RPGs unfold that way - in some games, a setback for a PC can be a reward for the player, in the sense that it can be a source of fun and pleasure in playing the game. This latter sort of player is, I think, less likely to care for playing out the sort of logistical matters to which operational play gives rise.
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Not every RPGer believes that adversity for the PC should be adversity for the player. After all, many players experience adversity in other parts of their life - they play games for pleasure. So, if the PCs don't die but don't get the Grail, the consequent unfolding of the plot is itself a source of interest and pleasure.
Of course, if your game is nothing but adversity for the characters, it will soon become boring and frustrating for the players as well; the same goes with constant in-character success.