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Worlds of Design: The Lost Art of Running Away
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<blockquote data-quote="pming" data-source="post: 8064696" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>When did "not running away" become commonplace?</p><p></p><p>3.x/PF.</p><p></p><p>Why?</p><p></p><p>"Oh man, you died again! Ok, I guess roll up another 6th level PC and take 13k worth of magic items and equipment".</p><p></p><p>THAT is when it started... imnsho, at least. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>When the game changed at it's core from "You start at level 1...don't expect to reach level 2, but if you do... yay! Now try to get to level 3! ... ... OH, what's that? You died at level 6? Ouch! That sucks. Well, make a new 1st level PC and try again"... ... to "You died? Make a new PC of same level with same magic and gold". When the 'game' removed the BIGGEST consequence of dying ...starting at 1st level again (or even 'significantly lower' than PC level average), then there was virtually no drawback to running from a fight.</p><p></p><p>Now, to make things worse... "adventures" changed from dungeons, caves and ruins infested with bad things and direction of PC's left up to them and the DM to create/improvise (re: A, B, 4, 6, 5, blue, %$, I like pineapple)... to ...self-contained "movie story lines" that needed to be tackled in a relatively (or very) linear way (re: A, B, C, D, E, F, G). With the former, 'old school', style of adventure modules, new PC's could be brought in and pretty much be up to speed in minutes. With newer, 'new school', style of adventure paths, new PC's are tricky or out right difficult to be brought in and feel 'natural' to the continuation of the storyline.</p><p></p><p>Combine those two facts and you have a recipe for DM's not wanting to let a PC die, and Players expecting to not die because it would 'ruin the story'...added with the non-level-1-start for new PC's, and...well...there ya go.</p><p></p><p>EDIT: And reading some other posts just made, the training of DM's to "build encounters for the PC's to overcome" in stead of "build a cool dungeon with monsters, treasure, traps and tricks that can kill PC's", is a major factor to the 2nd point I made ("modules" to "adventure paths").</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 8064696, member: 45197"] Hiya! When did "not running away" become commonplace? 3.x/PF. Why? "Oh man, you died again! Ok, I guess roll up another 6th level PC and take 13k worth of magic items and equipment". THAT is when it started... imnsho, at least. :) When the game changed at it's core from "You start at level 1...don't expect to reach level 2, but if you do... yay! Now try to get to level 3! ... ... OH, what's that? You died at level 6? Ouch! That sucks. Well, make a new 1st level PC and try again"... ... to "You died? Make a new PC of same level with same magic and gold". When the 'game' removed the BIGGEST consequence of dying ...starting at 1st level again (or even 'significantly lower' than PC level average), then there was virtually no drawback to running from a fight. Now, to make things worse... "adventures" changed from dungeons, caves and ruins infested with bad things and direction of PC's left up to them and the DM to create/improvise (re: A, B, 4, 6, 5, blue, %$, I like pineapple)... to ...self-contained "movie story lines" that needed to be tackled in a relatively (or very) linear way (re: A, B, C, D, E, F, G). With the former, 'old school', style of adventure modules, new PC's could be brought in and pretty much be up to speed in minutes. With newer, 'new school', style of adventure paths, new PC's are tricky or out right difficult to be brought in and feel 'natural' to the continuation of the storyline. Combine those two facts and you have a recipe for DM's not wanting to let a PC die, and Players expecting to not die because it would 'ruin the story'...added with the non-level-1-start for new PC's, and...well...there ya go. EDIT: And reading some other posts just made, the training of DM's to "build encounters for the PC's to overcome" in stead of "build a cool dungeon with monsters, treasure, traps and tricks that can kill PC's", is a major factor to the 2nd point I made ("modules" to "adventure paths"). ^_^ Paul L. Ming [/QUOTE]
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