ckafrica wrote:tussock wrote:
There are no rails. There's a hook (treasure, bounty, player request), with abundant clues to chase (and random scenery the players turn into clues of their own making), often a BBEG the players will wish to cut up; but I make plans for the monsters, not for the players. It's not a set of rooms for the players to raid, it's a home for a tribe of marauding, Evil humanoids, who are expecting some vengeance to come calling eventually.
See hooks, clues, prepared encounters and whatnot are rails. The DM plans out how he expects the players to respond and prepares encounters and environments for them to access and engage with. Perhaps they don't do it as you expect and you have to improvise to keep the story going. That improve might be coming up with something entirely different because they have come up with an entirely different way to engage your prepared material. Perhaps its that they've made a decision that would likely result in their untimely demise and so you need to figure out how to keep the story going in a believable way. You have created the situation that the story will play out in and it is your job to make sure the story can continue.
No! You can do that all you like. I try my best to meta-not-expect the players, these particular characters, just as the monsters typically cannot expect the PCs. Hell, that's part of random encounters and one-check secret passages, so I can't know what the players will face, nor in what order. The monsters often stay lost in a fog of war as the PCs crash through their homes, grab the loot, and leave before any coordinated response can be fielded.
There is no story other than what the players do, and a story of their deaths will no doubt be a fine one (as it has been enough times for me to know): but D&D players are amazingly feisty bastards when they get their backs to the wall in a game where they know a TPK is allowed at any time.
The players can't change anything. There are no "take it backs" in RPGs.* If they do something that looks like it will lead to their demise, than you have to figure out how the story can continue. If you as a DM can't figure out how to convincingly keep the story going, be it do to them making a choice you hadn't anticipated or them making a choice which has led them to their doom, than you shouldn't be a DM.
Fuck you very much. If the player's choices can't result in their death other than in specially designated fights: man up and take the death mechanic out of the game for PCs.
BE HONEST WITH YOUR PLAYERS. It's called respect. My game has the death mechanic mostly intact, and uses it.
*well I do believe the DM needs to warn when they are about to try something guaranteed to fail. If a player says he's going to try to jump a lava river that is wider than he can possibly jump because he didn't bother to ask how far it was, I will let him reconsider with full information.
"It's far too wide." Don't get into being subtle with the world.
It'll be super-hard if you wander in at level 2, and super-easy if you wait 'till level 10, because updating it much is boring, anti-sim, and thwarts the player's accomplishments anyway.
First of all letting players take on an adventure you know they have small to no chance to handle is a pretty dick move on the part of the DM.
Living in levelappropriatencounterland isn't for all of us, eh. If the location seems hard, it's hard. If the location seems easy, it's easy. If you had to run for your life in the first encounter, keep running! Also, get better intelligence for the next run, Divination spells are awesome. If there's a big-ass dragon flies overhead, don't go chasing it, that's
stupid. Don't fuck with high level spell casters, because they can very easily kill you all. Simple stuff, pay attention, consider your plans.
Hell, ask me! I don't keep secrets, players just prefer not to know.
Secondly, updating is not anti-sim
For me it is. Far too big of a world for me to keep it all running, so I leave it all alone instead. Black box until the players crack it open and set it running, then it'll progress.
There is no fudging. Players hate it, and I will not do that to them. As DM it is my job to present reasonable collections and alliances of monsters (and treasures) in reasonably foreshadowed places, prepared as if living their lives, have them coordinate a response and fight back and as well as they might manage, within the limits of their information and community morale.
See DMs are actually fudging all the time. We do it by making tactical choices which will give the players a fighting chance.
You fudge constantly to get your bullshit story to unfold, I run a game of D&D. The players play their PCs to win, I play the monsters to win, or to run, or bargain, as the case may be. Sure, some monsters are stupid animals with very limited tactics, but they're still doing their best within those limits.
Anyhoo, I'm just one guy running scores, I make plenty of tactical errors at the best of times without deliberately adding any.
We don't make them fight the who village in a single go. We don't have all the archers turn the mage into a pin-cushion and leave the poor fighter for last. In the rocket-launcher-tag world of 3e, every time your not TPKing the party during any challenging encounter, you are probably holding back the full potential you could unleash on the players.
You coddle your players. I have the villages and encampments try to organise, but the players always run. I have archers try to take out spellcasters, but the players are too proactive and smart for that shit. Players avoid high level opponents as best they can, and try to have overwhelming force on their own side of any fight, but they don't always get that right. No one deliberately fights higher level spellcasters, and monsters tend to make for the sunset once they see how powerful the PC casters are. Morale rules, FTW.
And why do you do that? Because you want them to be able to win and continue the story.
No!
They want to be able to go questing, I want to present a world for them to take on, and the game has ample spells, skills, and themes for them to figure out where the easy quests are to be found, and more importantly, where the ones are that they won't find too easy, to optimise rewards vs game time. Not that they always get that right, or play well when they do.
I have some house rules to soften the rocket-tag in 3e, make easier fights matter more so the players can still enjoy them, make surrender functional within civilised circles so the world can make more sense. What's left is still harsh if anyone gets it wrong and is all strictly applied. PCs do die, usually to harder things, but sometimes to crap like a small room full of Goblins.
TL;DR: some of us really are simulationists. The game world doesn't really care that much about the PCs, even if we allow they won't be
randomly telefragged in their sleep, for the sake of not being a dick.
PC, SJW, anti-fascist, not being a dick, or working on it, he/him.