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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: The Four Laws of Character Death
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="HJFudge" data-source="post: 7990797" data-attributes="member: 6997593"><p>A game without Impactful Death is a game I do not have interest in.</p><p></p><p>For me, if I feel like the DM I am sitting with is fudging the dice rolls or making decisions to try and prevent my characters death, it offends me.</p><p></p><p>Let the dice fall where they may, as many have said.</p><p></p><p>Now, as prior stories have attested, there is a difference between 'ah, bad luck/bad choices, sorry friend' kinda death and a 'gotcha!' death. Also if I am DMing, I make it very clear I will be playing fair and thus death is a possibility. I don't do hidden dice rolls to prevent any temptation I may have to bend the roll to make the story go in a direction I want.</p><p></p><p>I want to see what story emerges based on the results of the parties success or failures, and the enemies success and failures as well.</p><p></p><p>That said, I do my best to balance any challenge or encounter so that the danger level fits the scene. If the party wipes during some encounter I thought would be trivial, well thats my bad. Obviously the dice have a mind of their own sometimes, so I try and bake that into most situations. Retreat is almost always an option. </p><p></p><p>In this way, by carefully curating the challenge level of the dangers, I can help to make it far more likely that if they go down, its in some interesting and dramatic fashion: Throwing themselves at the Dragon to buy time for the villagers to escape, Fighting the Necromancer Cult Leader to a stand still before succumbing to the overwhelming hordes of undead, or realizing they have no hope of stopping the demon from breaking free of his prison, so they bring down the structure on themselves to trap it (hopefully) forever.</p><p></p><p>This way, if they DO kill that dragon, or they DO stop the demon from breaking free...well, they know that it was because of their choices. Not because I, the DM, willed it to be inevitable.</p></blockquote><p></p>
[QUOTE="HJFudge, post: 7990797, member: 6997593"] A game without Impactful Death is a game I do not have interest in. For me, if I feel like the DM I am sitting with is fudging the dice rolls or making decisions to try and prevent my characters death, it offends me. Let the dice fall where they may, as many have said. Now, as prior stories have attested, there is a difference between 'ah, bad luck/bad choices, sorry friend' kinda death and a 'gotcha!' death. Also if I am DMing, I make it very clear I will be playing fair and thus death is a possibility. I don't do hidden dice rolls to prevent any temptation I may have to bend the roll to make the story go in a direction I want. I want to see what story emerges based on the results of the parties success or failures, and the enemies success and failures as well. That said, I do my best to balance any challenge or encounter so that the danger level fits the scene. If the party wipes during some encounter I thought would be trivial, well thats my bad. Obviously the dice have a mind of their own sometimes, so I try and bake that into most situations. Retreat is almost always an option. In this way, by carefully curating the challenge level of the dangers, I can help to make it far more likely that if they go down, its in some interesting and dramatic fashion: Throwing themselves at the Dragon to buy time for the villagers to escape, Fighting the Necromancer Cult Leader to a stand still before succumbing to the overwhelming hordes of undead, or realizing they have no hope of stopping the demon from breaking free of his prison, so they bring down the structure on themselves to trap it (hopefully) forever. This way, if they DO kill that dragon, or they DO stop the demon from breaking free...well, they know that it was because of their choices. Not because I, the DM, willed it to be inevitable. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: The Four Laws of Character Death
Top