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Worlds of Design: Always Tell Me the Odds
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<blockquote data-quote="Shiroiken" data-source="post: 7997041" data-attributes="member: 6775477"><p>I warn every new player I introduce (new to 5E or new to D&D). This is a new edition of the game, with new styles and rules. I usually place "Not everything can be defeated or overcome" right after "not everything requires a die roll," but just before explaining "what is a short rest vs a long rest." It's possible that some players get overwhelmed, but with 3E and 4E players, I've found more often than not they bring baggage from prior editions into the game (which we have all pretty much done unless we started with 5E; I STILL forget some of the things I remember from the playtests that were removed). When it happens the first time, I can understand, but I've had players continue this mentality even after a TPK, which leads to the following:</p><p></p><p>I can accept that it's a playstyle, and that there's nothing wrong with it (even if I disagree with it). However, these players made the very odd assumption that they'd have to fight the dragon eventually, with absolutely no clues about it what-so-ever other than "it destroyed a small town and turned it into its lair." There were no adventure clues that led them in that direction, in fact they had lots of clues that led them elsewhere. They just thought they could take a dragon at level 3, because it's in the adventure. That's not a playstyle, that's meta-gaming the adventure.</p><p></p><p>Not every monster is solvable, nor should it be. I'll admit that an adventure that fails to warn of ridiculous danger is wrong (such as the "open a door, rocks fall, everyone dies" trope). The only time an challenge (monster or otherwise) must be solvable, is if the adventure requires it to be overcome for success, not simply because it exists. If the players knew a dragon is in its lair, the only "solvable" solution is to avoid the place, which I have a hard time accepting as a solution, merely common sense (you don't get xp for avoiding monsters, for example). Warning the party of ridiculous danger, only to then have the party deliberately seek it (especially if it has nothing to do with the current agenda) is not a failure of adventure design, its a failure of the players.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7997041, member: 6775477"] I warn every new player I introduce (new to 5E or new to D&D). This is a new edition of the game, with new styles and rules. I usually place "Not everything can be defeated or overcome" right after "not everything requires a die roll," but just before explaining "what is a short rest vs a long rest." It's possible that some players get overwhelmed, but with 3E and 4E players, I've found more often than not they bring baggage from prior editions into the game (which we have all pretty much done unless we started with 5E; I STILL forget some of the things I remember from the playtests that were removed). When it happens the first time, I can understand, but I've had players continue this mentality even after a TPK, which leads to the following: I can accept that it's a playstyle, and that there's nothing wrong with it (even if I disagree with it). However, these players made the very odd assumption that they'd have to fight the dragon eventually, with absolutely no clues about it what-so-ever other than "it destroyed a small town and turned it into its lair." There were no adventure clues that led them in that direction, in fact they had lots of clues that led them elsewhere. They just thought they could take a dragon at level 3, because it's in the adventure. That's not a playstyle, that's meta-gaming the adventure. Not every monster is solvable, nor should it be. I'll admit that an adventure that fails to warn of ridiculous danger is wrong (such as the "open a door, rocks fall, everyone dies" trope). The only time an challenge (monster or otherwise) must be solvable, is if the adventure requires it to be overcome for success, not simply because it exists. If the players knew a dragon is in its lair, the only "solvable" solution is to avoid the place, which I have a hard time accepting as a solution, merely common sense (you don't get xp for avoiding monsters, for example). Warning the party of ridiculous danger, only to then have the party deliberately seek it (especially if it has nothing to do with the current agenda) is not a failure of adventure design, its a failure of the players. [/QUOTE]
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