• WolfLink@sh.itjust.works
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    22 hours ago

    That’s part of the job as a DM. I would often have new enemies show up to the fight if it was going too well, or secretly nerf the enemies stats if it was going too poorly.

    • jjjalljs@ttrpg.network
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      22 hours ago

      That’s one way to play. Personally, if I knew the GM was secretly adjusting the game much I’d feel dissatisfied. Why not just give me a sticker that says “You win!” if I’m always going to win anyway?

      Though this does tie into a separate bugbear of mine: D&D makes it hard to reason about encounters because the stats are unbound and all over the place. You see four bandits rummaging through the wagon they stole. Do each of them have 8 hp, 16 hp, 32 hp, 64 hp? Who knows! Do they attack once or twice? Could go either way! That is not an innate property of RPGs, but it’s very common in D&D, and I think leads to a lot of “oh this is going badly - let me fudge the stats”. Both because the GM got the math wrong, and because the players assumed these were 8 HP bandits and they’re actually “well you’re 5th level the bandits should be tougher” level scaling bandits.

      • mojofrododojo@lemmy.world
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        21 hours ago

        Personally, if I knew the GM was secretly adjusting the game much I’d feel dissatisfied

        the point is to make your death a fun and meaningful one, or at least a good punchline to a run. it’s not ‘to let you win’ - I’ve had characters of my own survive encounters but regret the outcome - I think you’re reducing the dm/gm role to a combat calculator, and there’s so much more going on with a talented one. storytelling is my favorite part of DM’ing and I’ll be fucked if I let a kobold derail the overall plan… but there’s a lot of room for kobold fuckery within that envelope.

        • jjjalljs@ttrpg.network
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          21 hours ago

          I don’t think the GM’s job is merely damage calculator. But this:

          I’ll be fucked if I let a kobold derail the overall plan

          I rather disagree with. If there’s a plan then why are we rolling dice? I don’t want to play to fulfill whatever the GM’s plan is. They should just write a book. I’ve had many great, memorable, scenes that came about because the players had a challenge and they overcame it. Sometimes after running away and trying again. If I just decided “oh I guess the dragon’s breath rolled really low” then, again, we should just write a story together. Or play a game that doesn’t have such a big random factor.

          Like, I also don’t really enjoy a nameless kobold killing Finnigan the Fighter with a fluke natural 20 in what wasn’t supposed to be high stakes. But the solution for me isn’t to fudge rolls, but play a different game. I don’t really like stupid deaths like that, so I don’t play games that facilitate it. I know that’s kind of “baby with the bathwater” for some people, but I really do think some people are fighting against what D&D trends towards, when there are better tools. It’s a hammer. Sometimes you want a screwdriver or a pen.

          • Honytawk@lemmy.zip
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            7 hours ago

            Every TTRPG are just mechanics to tell a story.

            D&D’ rules may be 80% about combat, but they are all still there to facilitate the story. You aren’t wargaming.

            You roll dice to see how the story enfolds. Having it cut off abruptly because of a mistake calculation on the DM’s part while prepping the session goes against the story.

            Also, having a player sit around twiddling their thumbs for the rest of the session because their character died is not fun and goes against the reason why we play games in the first place.

            Fuck realism, it is a fantasy game we play to have fun. So getting rid of unfun aspects isn’t just recommended, it is a necessity.

            • jjjalljs@ttrpg.network
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              6 hours ago

              I feel like your post and my post are tangential to each other.

              Having it cut off abruptly because of a mistake calculation on the DM’s part while prepping the session goes against the story.

              As I said, if you don’t want situations where a character meets an abrupt end anticlimactically, don’t play games that do that. That’s a pretty big property of DND and close relatives, but that’s not how ttrpgs have to be. Or, if you don’t want to throw out the baby with the bathwater, have some sort of table rule to handle it. I guess “hey GM can you fudge it if we’re going to die stupidly?” would be a rule you could adopt, even. Informed consent is important.

              I think it’s because DND is so old. It’s like a black and white tv, and people have all these tips and solutions to solve problems like “I can’t tell if that’s red or purple”, and ignoring people saying “if that’s important to you, get a color tv”. Black and white is definitely a valid choice for media, but it probably shouldn’t be the default.

              Also, having a player sit around twiddling their thumbs for the rest of the session because their character died is not fun and goes against the reason why we play games in the first place.

              This is also kind of a dnd-ism that can be solved in various ways. Fate’s consequence system, for one example.

              Fuck realism, it is a fantasy game we play to have fun. So getting rid of unfun aspects isn’t just recommended, it is a necessity.

              I mean, I don’t particularly disagree with this but my point wasn’t really about “realism”. It’s about the social contract. I don’t want a game where the GM is telling a fixed story, and will move the pieces around to keep it on track.

              Like, in one game the party was trying to deal with a wyvern that was making trouble in the region. The players had several misfortunes that I could have fudged, but it wouldn’t have been better

              They wanted to use some spell or other to keep it from flying away. I rolled the save in the open. It saved, and flew away. Yeah, I could’ve just lied and said it failed, but why even have a saving throw system if you want that? Other games have meta game currency to force issues one way or another. Play that. Or port that into DND.

              They tried to poison the wyvern. Rolled in the open to see if the wyvern ate the bait, or spotted the players hiding nearby. It rolled well, and took off before eating a full dose. Could’ve just fudged it, but they knew the odds.

              So they followed it to its lair, dealt with the kobold cult (they made friends because this group was great), and had a climactic fight with the wyvern on top of the plateau, by the lake. Including a dramatic “wait if I dive into the water I take less fire damage, raw? I’m a warlock of the deep I’m diving in!” moment.

              Or the time they challenged an NPC group to a battle of the bands to see who would claim ownership of the macguffin. The players lost. The NPCs took the macguffin back to the university. But they negotiated a compromise to borrow a similar, weaker, tool, and went on with that. The story was different, but it wasn’t worse. Fudging the rolls to be like “oh wow guys they really borked it up” would’ve felt cheesy as hell.

              So yeah, I could’ve fudged it, but I didn’t have to. I’m not writing a book with a fixed plot.

            • Kichae@wanderingadventure.party
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              6 hours ago

              TTRPGs are games where you create stories, and sometimes those stories are “we did something we shouldn’ta, and someone got ganked”. What you’re describing is someone reading you a story book.

              • frostedtrailblazer@lemmy.zip
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                6 hours ago

                The confusion here is there are a few different ways of playing D&D and many different types of DMs out there. The number one rule that matters, imo, is that everyone is having fun and enjoying the game at your table.

                Some players don’t want their characters to die, at least non-meaningfully, in a campaign that’s meant to be long-running. D&D is as much about the story as it is about having fun and setting expectations with your players.

                If you market the campaign as mostly storytelling and light combat, but then the party rolls up geared for the former but not the later - then people will likely leave feeling frustrated instead of feeling like they had fun when they die to a random encounter. If you don’t set expectations well or prepare people well, then some people will quit playing right there instead of creating a new character.

                If I want a high-stakes, combat-geared campaign where people will be expected to create new characters at some point then I feel it’s important to lay that out from session zero.

                If I want some middle of road campaign geared towards storytelling and medium combat, even then I’d be letting players know from the start that their characters can die from any encounter if they push their luck too much.