

Man, this is just absurd.
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I'm fine with the game ending at some point. Campaigns conclude, people move away... whatever. It's not a deal because you are left with the hope that can play the character again.echoVanguard wrote:K wrote:I honestly don't think you can invest in a character you expect to lose at some point.![]()
I expect you also honestly don't think you can invest in a game that you expect to end at some point?
I think we're done here, folks.
echo
DSMatticus wrote:Again, look at this fucking map you moron. Take your finger and trace each country's coast, then trace its claim line. Even you - and I say that as someone who could not think less of your intelligence - should be able to tell that one of these things is not like the other.
Kaelik wrote:I invented saying mean things about Tussock.
Even viable classes can take non viable actions, so not really. Sure it's bad that the game is imbalanced, but that is hardly the only problem here.Archmage wrote:Protip: Maybe the fact that there are "non-viable" character classes even printed in the manual is the problem.Shadow Balls wrote: But if the DM gives people the ability and the knowledge to make viable characters, and they do not make viable characters then yes that is their fault.
PoliteNewb wrote:D&D is a fucking game. Sometimes you lose games. D&D is better than most, in that losing is a.) not necessarily going to happen and b.) not permanent. But the possibility of loss is there. It should be there. In the opinion of many (myself included), it's part of what makes the game fun.
If your attitude is "I spent my valuable time to come here, so I better be able to play every minute, regardless of what I do or what my dice rolls are"...fuck that, and fuck you.
Maxus wrote:Shadzar is comedy gold, and makes us optimistic for the future of RPGs. Because, see, going into the future takes us further away from AD&D Second Edition and people like Shadzar.
FatR wrote:If you cannot accept than in any game a noob inherently has less worth than an experienced player, go to your special olympics.
I've been thinking about this, and I don't think the camp believing this is actually contradicting themselves.Fuchs wrote:Again, if losing a character is nothing, then why does the threat of losing a character make for a better game? You contradict yourself.
The problem is that the RPG tactical mini-game already resists investment because it's so arbitrary, so they need to double-down on it to actually feel something.Fuchs wrote:But they could also use "knocked out" to signify losing a fight. If death means nothing it can be replaced by anything.
And why should failure be fun? I'm fully serious here, because the most common observed cause for character death in my experience is the player not being willing an effort in the game, including listening to good advice. I can remember a couple of games which suffered immensely because a player like this was plot-shielded for OOC reasons (like, being the key group member's significant other). So why in the Nine Hells should a GM positively reinforce failure? Why should a GM reward stupidity and lack of effort?DSMatticus wrote: That's the entire point. If the outcome of failure is "make a new character and if you're quick you might get to play some more, otherwise see you next session," failure sucks. If the outcome of failure is "changes the direction of the campaign, but you're still at the table playing," failure is fun.
If you think that the only way to get enjoyment from playing tactical minigame seriously is to squash your opponent in the most one-sided and unfair way possible, that's explain a lot... But, you know, it isn't. Even in competitive games you can see players imposing handicaps on themselves, picking inferior sides and otherwise limiting themselves, because lack of challenge robs victory of its taste. There is much enjoyment to be found in pushing your opponent as far as you can, after accepting the fact that unless the opponent is very, very inept, your side will never have resources to actually win (again, since 3.0 odds in DnD are supposed to be heavily in PCs favor, according to the damn rules), otherwise no one would have ever played Japan in War in the Pacific.DSMatticus wrote:1) Suppose D&D is murderball versus the DM.
2) There are opponents you cannot beat.
3) The DM decides the opponents you face.
4) You will always face opponents you cannot beat.
Will you tell me that I hallucinated all those DnD battles I've ran and played?DSMatticus wrote:There is no 'versus' at all in D&D.
DSMatticus wrote:Fuck you, fuck you, fuck you, fuck you. I am filled with an unfathomable hatred.
What failure are you punishing?FatR wrote: And why should failure be fun? I'm fully serious here, because the most common observed cause for character death in my experience is the player not being willing an effort in the game, including listening to good advice. I can remember a couple of games which suffered immensely because a player like this was plot-shielded for OOC reasons (like, being the key group member's significant other). So why in the Nine Hells should a GM positively reinforce failure? Why should a GM reward stupidity and lack of effort?
That is what's happened with my gaming group (the non-Paizo ones). It's been a trait of theirs for years. They simply do not put any investment into the character, and will actively avoid games that do this. They enjoy the tactical mini-game, character creation itself, the excuse to hang with friends, and refer back to past games' stories quite frequently, so they obviously enjoy that part.K wrote:But, once you start to live with permanent and arbitrary character death, you invest in everything but the character. You invest in the story, or the tactical mini-game, or the fact that gaming is an excuse to hang with friends.
But your character? Nope.
I agree, but the other side sees the game entirely differently:deanruel87 wrote:
The other players are on your side and are here for social entertainment and the DM is an fun-referee who is trying to make an evening fun for you and his players. No one is against you so how can you win.
(bold mine)McGuy wrote: In your words "To DM is to make the player's have fun". I DM to entertain myself. If I at all feel like its a job then I won't do it. If someone wants to be Gygaxian and motherfuckers still show up at their table then that is there choice and though you are welcome to not like it it isn't anyone's place to tell them to stop playing the game.
No one is also against me in any of the single-player computer games. Mindless code which is set to ensure that I can win after applying certain amount of effort to the game doesn't count. So, how can I win? Yeah, exactly the same way I can in TTRPG - by completing scripted objectives through applying certain amount of effort. And please don't bring "It is all really Magical Tea Party, mechanics do not really influence anything, and published adventures do not exist" bullshit in response, because it is bullshit, functionally equivalent to the statement that the Sun is green.deanruel87 wrote:FatR What you are mistaking is a desire to believe that you are "winning" in DnD. That isn't true. You are cooperating in a group social event for fun. If you and your group play squash you could win but you can't "win" in DnD. Who is your opponent? Who are you defeating? Who is making an attempt to be victorious against you that you are succeeding against?
The other players are on your side and are here for social entertainment and the DM is an fun-referee who is trying to make an evening fun for you and his players. No one is against you so how can you win.
Well, duh, bad outcome happening to somebody else, but not himself if what every player who plays games with failure conditions, whether cooperative or competitive, want, so I don't know why you think I can be offended by this. Just ask any raider in WoW if he wishes the potential threat of being wiped by the boss to disappear - yet he surely does not want this to happen with his group. This does not mean that every such player is also a sore loser who can't accept that this time he got defeated.deanruel87 wrote:No I think this is another example, and don't take this personally because I honestly don't mean it as such, of players wanting to think that they are special. They want death to be a thing that exists but that happens to somebody else out there, because they are just too good.
See the note about bullshit above. That's what you are saying now.deanruel87 wrote:It is my belief that this is just a lack of understanding that that is the ILLUSION DnD has been trying to create for decades. It is not real. You don't die because no one here is trying to kill your character. That is why. Not because of your leet skills and sweet rule-fu.
You're also telling me that I've hallucinated shit going on whatever side of GM screen I was on for decades now.deanruel87 wrote:DnD is about, in it's current iteration, creating an illusion that death is possible and results from failure but this is simply not true. It is an illusion, and an intentional one.
I think he just hasn't wrapped his head around the idea that there are DMs who execute player's characters and pretend that it's the system doing it and not them despite the DM's almost complete control over battles and challenge difficulty.FatR wrote:You're also telling me that I've hallucinated shit going on whatever side of GM screen I was on for decades now.deanruel87 wrote:DnD is about, in it's current iteration, creating an illusion that death is possible and results from failure but this is simply not true. It is an illusion, and an intentional one.
I think your position is pretty clear too. If people don't play the way you like they should quit the game. That's a shit way to approach any form of entertainment. You've been railing against other people's tastes because you don't like them and nothing else. Your conclusion from the part that you bolded is not necessarily true. And you know that but because I'm disagreeing with you you're painting it as being as negative as possible. Hell I think my argument has even been pretty damn reasonable. If you like it, do it, if you don't don't. Its as simple as that and no number of pages filled with "I don't like this shit!" is going to change anyone's minds.K wrote:I agree, but the other side sees the game entirely differently:deanruel87 wrote:
The other players are on your side and are here for social entertainment and the DM is an fun-referee who is trying to make an evening fun for you and his players. No one is against you so how can you win.
(bold mine)McGuy wrote: In your words "To DM is to make the player's have fun". I DM to entertain myself. If I at all feel like its a job then I won't do it. If someone wants to be Gygaxian and motherfuckers still show up at their table then that is there choice and though you are welcome to not like it it isn't anyone's place to tell them to stop playing the game.
Misspellings and grammar mistakes aside, I think the position is pretty clear: even mentioning that DMs should care about how player's fun should be important is a dealbreaker.
And if that's the case, why do we spend so much time on this board talking about how beatsticks suck and you need to be level appropriate? This sounds like something you can win at, or at least be good at, to me. From whence come all the character builds and "spells that fucking kill people"? And why bother writing the Tomes at all if the fighter and the monk are under no real pressure to be level appropriate anyway?Stubbazubba wrote:Applying effort in an RPG? All you're talking about is system mastery. A player who has never played the game before is worthless to you and should just let other people control all his significant actions until he just catches on, and if he has the gall to play his made-up character in a made-up fantasy world in a collaborative storytelling activity, then he should be punished if that's not also the most tactically optimal thing to do by killing his character and being told, "Go away and come back when you've learned to not be stupid, newb."
There is no effort measured here, only an accumulated mastery of the system. While I can understand that some DMs are all about that, the story and characters be damned, why is it not OK for players to go against the odds, make the sub-optimal choice, in the name of staying true to their character concept or even just to realize said character concept in the first place? Why is killing monsters objectively better than playing your character? System mastery is not the only kind of effort going on when a bunch of nerds get together to enjoy social entertainment. The effort to contribute to the collaborative narrative through making interesting characters and then playing them faithful to that should not be punished in order to 'teach' them how to play the game properly.
The Monk class was not made to be the class that you learn to not play, it was made underpowered on accident. Punishing anyone who plays one for not applying the "effort" to know that they're just unplayable is simply ridiculous. The game designers made mistakes, why are we compounding them by strictly coloring within the lines they inadvertently made, punishing anyone who leaves the framework made by mistake? No, system mastery is not "player effort," not by a long shot. You're considering the whole game very narrowly when you think of it that way.
The hell are you even saying? I don't even have any idea why tome was made, but I can come up with better guesses than 'to win more'.CapnTthePirateG wrote: idiocy
I don't think you understand what the word versus means. When you describe D&D as "versus the DM," that implies that D&D is a game where the DM's goal is to beat you, and the player's goal is to beat the DM. Even the talk about 'handicap' and 'challenge' is a bullshit smokescreen, becauseFatR wrote:If you think that the only way to get enjoyment from playing tactical minigame seriously is to squash your opponent in the most one-sided and unfair way possible, that's explain a lot
Wait? Are you saying that we should add explicit mechanics to an RPG to enhance the penalties for failure because "if you lose the game, you don't deserve the fun?" How about you let failure be its own punishment, and then add mechanics that allow people to go right back to having fun after failing?FatR wrote:And why should failure be fun?
This is a dumb example. Your group had a disruptive player who wasn't taking the game seriously. Instead of talking to this person, or the group, or the DM, you're supposing this: "we can use PC death as a way to tell this person take it seriously or leave, without having to go through a potentially awkward social confrontation." If there's any better example of misuse of PC death, I cannot think of it. "We don't like you the way you're playing, but we can't balls up to say it so... you die, you die, you die. Get the hint? You die, you die, you die."FatR wrote:I can remember a couple of games which suffered immensely because a player like this was plot-shielded for OOC reasons (like, being the key group member's significant other). So why in the Nine Hells should a GM positively reinforce failure? Why should a GM reward stupidity and lack of effort?
Stop. Don't take my criticism of an extreme position and spin it into the opposite extreme position. I never advocated that the game was OK as-is and that Tome Fighter or Monk aren't huge, necessary improvements to prevent the balance problems between Core classes. I never said that it was the DM's responsibility to cater to every whimsy any player has. Don't put words into my mouth because you disagree with K, talk to me. My points are more or less system agnostic, and a broken system does not invalidate anything I said. We talk about ways to fix the system on this board, to make as many character concepts viable as possible, to harmonize the skills of both system masters and role-players until you don't have to choose to be one or the other, which is a dichotomy that people are for some reason defending here.CapnTthePirateG wrote: -snip
If the only way you can enjoy a hobby is to ruin it for other people who happen to be your friends, you shouldn't do it for your friends and for the hobby. I think that's a reasonable position, and I would feel the same way about any activity.MGuy wrote:I think your position is pretty clear too. If people don't play the way you like they should quit the game. That's a shit way to approach any form of entertainment. You've been railing against other people's tastes because you don't like them and nothing else. Your conclusion from the part that you bolded is not necessarily true. And you know that but because I'm disagreeing with you you're painting it as being as negative as possible. Hell I think my argument has even been pretty damn reasonable. If you like it, do it, if you don't don't. Its as simple as that and no number of pages filled with "I don't like this shit!" is going to change anyone's minds.K wrote:I agree, but the other side sees the game entirely differently:deanruel87 wrote:
The other players are on your side and are here for social entertainment and the DM is an fun-referee who is trying to make an evening fun for you and his players. No one is against you so how can you win.
(bold mine)McGuy wrote: In your words "To DM is to make the player's have fun". I DM to entertain myself. If I at all feel like its a job then I won't do it. If someone wants to be Gygaxian and motherfuckers still show up at their table then that is there choice and though you are welcome to not like it it isn't anyone's place to tell them to stop playing the game.
Misspellings and grammar mistakes aside, I think the position is pretty clear: even mentioning that DMs should care about how player's fun should be important is a dealbreaker.
You don't have a strong leg to stand on for your position so all you're doing now is picking the weakest part's of someone's argument and arguing against that since you can't garner some concrete support for your position. You quoting this part of my rant and your conclusion to it show that you're not even trying to prove a point just hold the line.