Majoru Oakheart
Adventurer
I don't know. I expect people to sulk when they get killed off unfairly. I've certainly sulked before when it's happened to me. I've had players do it when it happened in my games. That's partially why I stopped doing it.I don't for a second expect the players to be singing hosannas to my ability as a referee when their characters get offed.
On the other hand, I don't expect them to sulk about it either.
I guess, but in that scenario, if the GM didn't put the overwhelming ship in combat with you, you wouldn't need the luck. Instead it would have been a fair test of your combat ability that might have ended up with your death, but would actually require luck going badly for that to happen.We shoulda been space toast. Instead we were very lucky.
I’ll take my good luck with my bad.
I'm not him, but I'd like to answer this anyway. I don't think I'd want to play in that campaign. In all the games I've played in there has been an unspoken(and sometimes spoken) agreement between the players and the DM that both of them want the same things out of the game. The most important one is that the game keeps going and doesn't result in the pointless deaths of all the PCs.Obviously it’s a sentiment I share, on both sides of the screen.Now here’s my question to you: would an encounter with the privateers as I described it above, an encounter in which despite your best efforts your character is caught and later spaced by the raiders, would this be a deal breaker for you? Would this unlikely but deadly encounter make the rest of the campaign unplayable for you? Or is even the possibility of such an encounter happening in the game grounds enough not to play at all?
Everyone I know is willing to accept that bad luck happens, bad strategy happens and sometimes there IS going to be a TPK. But as long as we knew we had a fair chance and that our PCs were working towards something they considered worthwhile when they died, we are good with it.
Because everyone understands one thing: Everything that happens in the game happens because the DM wants it to happen. We understand that the DM has the power to overrule any random tables he's rolling on, the ability to fudge dice, and so on. Beyond that, he has the ability to decide what items go on that random table and whether or not he rolls on it at all.
Given these powers, if we end up in a combat with very few to no options that is going to result in our guaranteed death, we can only assume that the DM wanted us to die. If they didn't want us to die, they would have made sure we were capable of handling anything on the random enemy tables. Or they would have fudge the die roll to get a different enemy that we could handle. Or they would have decided that the captain of this ship was in a good mood and decided not to kill us. Or they would have come up with a way for us to survive in some form. Suddenly saved by unexpected allies, sudden weapon's malfunction on the enemy ship that lasts just long enough for us to run away, and so on. But, since none of this has happened, we can simply assume that the DM wanted us dead.
And that breaks the unspoken agreement that they DON'T want us to die. I think this fits into the conversation about fudging and CRs. Both of those suggest the DM is looking for a desired result. I don't see a problem with this because I think DMs SHOULD have a desired result. Even if the desired result is as simple as not ending the game in a TPK.
When I play a game, I expect that the DM has at least one hand on the wheel at all times and at least makes minor adjustments to make sure the game doesn't crash into a brick wall. The idea that a DM would simply let "realism", random tables, or "logic" cause a TPK never really enters into my head.