Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: Creativity and the Game Designer
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tom B1" data-source="post: 7949512" data-attributes="member: 6879023"><p>I have found a bit the opposite. Players get very frustrated when the die from random dice in a minor fracas. Nobody likes to die (I like it more than most.... enjoy the new character creation.....) but to die accomplishing something important gives a death meaning. To die just because the dice dislike you some day... argh. </p><p></p><p>And the reality is most RPGs don't make it easy enough to accomplish the simple things and failures unlikely enough to cause harm that if you roll a bunch of tests over a campaign, you will fail critically all too often and end up horribly wrecked or dead. We had a crit table once in D&D that had a 1/400 chance of a decapitation. We saw that happen on several occasions and it killed one of the most fleshed out and well played characters in the middle of a fight with the Saughagin (sp) King in an underwater temple complex. <em>Fortunately</em> that death felt appropriate because the group was battling a big, mean boss monster. The character was given a heroes byre after the boss fight. We did realize that could have happened even in the most minor of fights and then it would have really sucked for everyone. </p><p></p><p>The issue is realistic and <em>fun and somewhat risky encounter</em> in the real world will, statistically over not too long, main or kill you. To have a great <em>game</em>, we need some blunting of that. </p><p></p><p>I do agree with letting stupidity kill characters if they had a chance or two to recognize their peril but persisted in the risk. Those are the cases I'd let the dice fall where they may. </p><p></p><p>In most games, I have found having some limited resource that can help mitigate the most severe outcomes of the dice is a good idea. Luck Points, Destiny Points, Action Points, Fate Points, whatever... it mitigates the insta-kill or the permanent maiming. Esp in universes with no super heal or resurrection ish magic or tech. </p><p></p><p>I have sometimes allowed players to <em>choose</em> bad ends for their character because it made for a better adventure. I am generous in letting them replace lost characters (or turned characters) because they were generous to the story and experience for everyone else.</p></blockquote><p></p>
[QUOTE="Tom B1, post: 7949512, member: 6879023"] I have found a bit the opposite. Players get very frustrated when the die from random dice in a minor fracas. Nobody likes to die (I like it more than most.... enjoy the new character creation.....) but to die accomplishing something important gives a death meaning. To die just because the dice dislike you some day... argh. And the reality is most RPGs don't make it easy enough to accomplish the simple things and failures unlikely enough to cause harm that if you roll a bunch of tests over a campaign, you will fail critically all too often and end up horribly wrecked or dead. We had a crit table once in D&D that had a 1/400 chance of a decapitation. We saw that happen on several occasions and it killed one of the most fleshed out and well played characters in the middle of a fight with the Saughagin (sp) King in an underwater temple complex. [I]Fortunately[/I] that death felt appropriate because the group was battling a big, mean boss monster. The character was given a heroes byre after the boss fight. We did realize that could have happened even in the most minor of fights and then it would have really sucked for everyone. The issue is realistic and [I]fun and somewhat risky encounter[/I] in the real world will, statistically over not too long, main or kill you. To have a great [I]game[/I], we need some blunting of that. I do agree with letting stupidity kill characters if they had a chance or two to recognize their peril but persisted in the risk. Those are the cases I'd let the dice fall where they may. In most games, I have found having some limited resource that can help mitigate the most severe outcomes of the dice is a good idea. Luck Points, Destiny Points, Action Points, Fate Points, whatever... it mitigates the insta-kill or the permanent maiming. Esp in universes with no super heal or resurrection ish magic or tech. I have sometimes allowed players to [I]choose[/I] bad ends for their character because it made for a better adventure. I am generous in letting them replace lost characters (or turned characters) because they were generous to the story and experience for everyone else. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: Creativity and the Game Designer
Top