TTRPGs & D&D

Even the last time we played when you threw the skin dudes right on Itch and I. I thought that was cool because most DMS I've played with would leave the ranged squishy people alone and really just play to each character's strengths.

I found that really refreshing that you didn't do that and it made me play a little differently. When you actually have danger, way more satisfying trying to weigh the opportunity costs.
 
Even the last time we played when you threw the skin dudes right on Itch and I. I thought that was cool because most DMS I've played with would leave the ranged squishy people alone and really just play to each character's strengths.

I found that really refreshing that you didn't do that and it made me play a little differently. When you actually have danger, way more satisfying trying to weigh the opportunity costs.
My goal is usually to have fights be scary but not cruel. If a spellcaster hasn't been chased around the field by a hungry monster, has he or she truly lived a full life?
 
My goal is usually to have fights be scary but not cruel. If a spellcaster hasn't been chased around the field by a hungry monster, has he or she truly lived a full life?
My motto for D&D, the best kind of surviving is barely surviving.

Today I ran session 3 of my Alien RPG game for my group. The stress is starting to build on them and I finally go tot drop the reveal. The setup for this game was deliberately *extremely* stereotypical. Half the party are space truckers delivering supplies to a research outpost ont he edge of space, half the party are corporates (marine, scientist, suit) who work on the base. Starts out with a contract dispute and immediately weird stuff starts happening on the base. End of session one about half the party gets ambushed by an alien, implying what they've been researching here.

Session 3 however we've delved in a lot more, and the base is breaking down fast, seemingly from sabotage. At the end of this session they find another person and a xenomorph locked in a decontamination chamber together acting like they're having a standoff. The party doesn't know what to do, and before they make a decision, the human and alien start fighting. Within seconds the "human" opens it's body up like flower petals and out come teeth and tendrils and mutant, misshapen limbs... because this isn't a person. It's a Thing. And while this base WAS researching aliens, it just happened to be built on top of a planet that was blasted clean by radiation, leaving only bits of the Thing that once lived on it in the soil. A few bits got into the base, and now that they've replaced a few scientists, they want out.

I've got one more reveal coming, and those of you who are genre savvy can probably guess it, but I think this game has maybe two more sessions in it before I put it to bed and move on to my Generation-X game using the Masks system.
 
When I was DMing, my goal in combat was to keep the group guessing, but never throw them something they absolutely could not handle (except in rare circumstances where they were literally supposed to run away - which was kind of a feature of the Conan RPG). I was DMing mostly back in 3E/3.5/Pathfinder 1.0. It was most common back in the groups I played with at the time to not necessarily get rest periods between combat encounters, so there was an element of preserving your stuff for the next fight, which helps amp up tension a bit (but also causes people to not use their best stuff sometimes, which sucks).

Anyway, I'm also a big fan of things like mook rules. So I really enjoyed hyping the players up on their characters by throwing a whole group of mook goblins or warriors or spiders or whatever at them. Enough challenge that they gotta pay some attention, but they're mostly walking away with a scratch or two and feeling like they're almost OP. Then later you hit them with the bugbear with class levels and his wild dogs, or whatever.
Or mook rules goblins but WAY more of them, so they really do start taking damage and having to bust out the cool stuff to win.

I liked going back and forth because you get the 'easy' fights that make them feel like heroes, and the harder fights that remind them they're not invincible.

And again, there were things like the Mongoose Conan d20 rules where the game encourages you to put something in front of the players that they just need to get the fuck away from as fast as possible. That's tough, though. It goes against most players' instincts to fight for that XP and loot. And long-time D&D players are more likely to just assume that you wouldn't drop this thing on the map if they couldn't beat it, so 'I attack.'
 
And again, there were things like the Mongoose Conan d20 rules where the game encourages you to put something in front of the players that they just need to get the fuck away from as fast as possible. That's tough, though. It goes against most players' instincts to fight for that XP and loot. And long-time D&D players are more likely to just assume that you wouldn't drop this thing on the map if they couldn't beat it, so 'I attack.'
Yeah, you gotta really know your group or be good at telegraphing that sort of move a lot of times. And y'know, makes sense for a lot of modern games that they'd have that assumption. "We're the stars, why wouldn't we fight the bad guys?"

I'm lucky with my "home" group that they tend to be easy to communicate to that way. If I give them the signs' this is dangerous" they tend to take the hint more often than not.
 
Yeah, you gotta really know your group or be good at telegraphing that sort of move a lot of times. And y'know, makes sense for a lot of modern games that they'd have that assumption. "We're the stars, why wouldn't we fight the bad guys?"

I'm lucky with my "home" group that they tend to be easy to communicate to that way. If I give them the signs' this is dangerous" they tend to take the hint more often than not.
The good thing about the old Conan d20 game was it is kind of set up with the understanding that most of your enemies will be humans or very human-like. Conan, as I'm sure most here already know, borrows a lot from the Lovecraftian pantheon/style of 'things men were not meant to see.' So if the GM is struggling to describe how inhuman and off-putting this thing is, there's a really strong chance you should be running away before the description is finished. Even the game book itself is quick to point out that Conan himself runs away from scary shit if he doesn't -need- to fight it.
 
Yeah, you gotta really know your group or be good at telegraphing that sort of move a lot of times. And y'know, makes sense for a lot of modern games that they'd have that assumption. "We're the stars, why wouldn't we fight the bad guys "
I picked up that multi-year campaign last night. The party is split, which happened at the end of the prior session.

And when I say split, they decided to run every single party member as a solo chapter rotating around it's a table. New to everyone except me. Personally I would have Scooby paired everyone but live and learn.

How this relates to your point is, it was very story heavy. There were two characters that wanted to pivot from story to action in their little chapter. One was the Barbarian, who didn't want to pay a tithe to this city guard in the new area he ended up, and he was outnumbered enough and many hints were given, but Barbarian, right? Very surprised when he nearly died, and you could tell the DM was really trying to stay his hand because he just didn't expect that choice. Fleeing sure; taking on 20 soldiers that had been slowly amassing as he was escalating?

But the funnier one to me was the Rogue ended up in a remote village and all the story, cues and social cues were that you need to come inside with us, where I'm assuming there was going to be like a secret passenger or something that would have let him to one of the other characters who was in the vicinity.

But he's the hero. Actually one of only two party members who has not been swapped out or died across this level 1 to 12 journey so far. OG. So he said he would protect the village from the monsters that lived in the mist.

And for the next 3 and 1/2 hours whenever it was his turn around the table, he kept rolling like a madman with his crossbow. He was getting the most crits he had ever seen in his entire tabletop life. He dealt like 400 damage total over the course of the session.

And in wrestling terms, the monster and the DM made it very clear that he was no selling the damage. It smiled. It moved closer. It showed no signs of being bloody or tired. It shrugged off critical hits. At one point the DM made the Final Fantasy joke that you'd have to wonder if it's HP was turning green for Life Leech instead of white for damage. But it was the player, not an RP decision, who just couldn't fathom that you were supposed to do something else. That's just how he is. Everything can be beaten, certainly is a rogue who is hiding in a tree that the monster "can't reach".

Even when another player dovetailed into it with information and a new direction, the player just didn't want to hear it. I just hope they didn't waste all their crits for the year on that.
 
I picked up that multi-year campaign last night. The party is split, which happened at the end of the prior session.

And when I say split, they decided to run every single party member as a solo chapter rotating around it's a table. New to everyone except me. Personally I would have Scooby paired everyone but live and learn.

How this relates to your point is, it was very story heavy. There were two characters that wanted to pivot from story to action in their little chapter. One was the Barbarian, who didn't want to pay a tithe to this city guard in the new area he ended up, and he was outnumbered enough and many hints were given, but Barbarian, right? Very surprised when he nearly died, and you could tell the DM was really trying to stay his hand because he just didn't expect that choice. Fleeing sure; taking on 20 soldiers that had been slowly amassing as he was escalating?

But the funnier one to me was the Rogue ended up in a remote village and all the story, cues and social cues were that you need to come inside with us, where I'm assuming there was going to be like a secret passenger or something that would have let him to one of the other characters who was in the vicinity.

But he's the hero. Actually one of only two party members who has not been swapped out or died across this level 1 to 12 journey so far. OG. So he said he would protect the village from the monsters that lived in the mist.

And for the next 3 and 1/2 hours whenever it was his turn around the table, he kept rolling like a madman with his crossbow. He was getting the most crits he had ever seen in his entire tabletop life. He dealt like 400 damage total over the course of the session.

And in wrestling terms, the monster and the DM made it very clear that he was no selling the damage. It smiled. It moved closer. It showed no signs of being bloody or tired. It shrugged off critical hits. At one point the DM made the Final Fantasy joke that you'd have to wonder if it's HP was turning green for Life Leech instead of white for damage. But it was the player, not an RP decision, who just couldn't fathom that you were supposed to do something else. That's just how he is. Everything can be beaten, certainly is a rogue who is hiding in a tree that the monster "can't reach".

Even when another player dovetailed into it with information and a new direction, the player just didn't want to hear it. I just hope they didn't waste all their crits for the year on that.
Yeah, the one thing I've definitely learned as a DM is, sometimes, sometimes, you just have to come out and say shit to the party. I've found one way to do it semi-subtly, is to have them make some sort of intelligence check and then, as DM, just say "you can tell, at the rate you're hurting it, you will be smashed into red goo long before it feels even slightly winded, you may want to see reinforcements or a different battleground."

So far this has a high success rate for getting players to realize something's gotta change without me having to address them directly out of character (granted, this is still very meta, but connecting it to a roll seems to help).
 
'I'm the hero, I got this' is such an old problem, too.

My first memory of that is also one of my earliest D&D memories; 2E. The player with the dwarf fighter.

The DM had this big intricate story planned out where the BBEG was a red dragon and in typical D&D style we were going to have to work our way up. Fight henchmen and be a thorn in its paw for a while; protecting villages from minions, exposing the king's advisor as an agent of the dragon, etc etc. We first figured out the dragon was definitely the cause of all the issues, and that the issues ran way deeper than expected, around level 5 or 6.

The DM thought this was the perfect time for the BBEG monologue and that tense first confrontation where he basically laughs at us and says we can't stop him, and accidentally gives us some info we needed to get into the path of stopping him. He basically shows up at the end of a fight protecting a small fortification and everyone is escaping into the dungeon below (typical D&D stuff, right?). Dragon drops down right in front of us all as the NPC mayor or town leader or whatever is getting the last guards/soldiers to escape and urging us to follow, and does his whole 'run away little heroes, I'll just find you later' thing.

Nope. Dwarf fighter player wants to rumble right now. Like, to the point where we had to stop the actual game and fully out of character be like 'dude, this thing will whip the ever-living shit out of us in like 1 round - we're supposed to run away and fight him at the end of the campaign.' It really killed the flow and I don't think we ever got our mojo back because that campaign ended at under level 10. The player just could not fathom the idea that we, the heroes, were not supposed to kill the dragon.

Thing is, he was not new to D&D. I just think, at that point, he'd NEVER had a DM put anything in front of him before that he couldn't beat if he tried. Which is even weirder because anyone that played a lot of 2E is probably aware that character death was definitely more common back then than in 3E+.
 
My motto for D&D, the best kind of surviving is barely surviving.
Agreed. In a four-player party, I want to drop two of the players during the fight.

It's only happened for me twice. Once, I put them in a social setting where they thought they were safe. They were attending a retirement party at a mansion. I pulled each player away from the group with a 1-on-1 conversation. The person they were speaking to wound up ambushing them, and then the big bad arrived, double-teaming each party member until they fell. That was toward the end of my Pathfinder campaign, so I got to unleash a high-level vampire on the players. I haven't had that much fun running a bad guy before or since. I pulled some punches (not that they knew that) for them to emerge victorious.

The second time, I was testing Worlds Without Number in a one-shot. The big bad died way too early in the final combat, so for the first time in my life, I fudged the numbers. I wound up doubling or tripling her HP by the end of the combat. Three of my four players went down, and the last player was one hit from death. That combat was wild because once I decided to let it go, I had no control. If one or two dice rolls had gone differently, it would've been a TPK. It was a one-shot, but still. Even looking back, it's totally exhilarating. I might have to do more of that when I'm not running games with a set plot.

I've also been on the other side of the near-TPK fight, though. In my long-term campaign, my DM loved throwing exceptionally difficult fights at us. I was never the one to dig us out of trouble. I was always unconscious for three or four rounds at a time. It's frustrating. And interminable.

Of course, it's best to give them balance. Sometimes they wipe the floor with their opponents, sometimes it's competitive, sometimes they barely escape with their lives. My players' two favorite combats were actually the ones where I let them destroy their opponents. Both were unintentional. In the first, a group of bandits was holding citizens hostage in a large factory/refinery. This was, like, my fourth session as a DM. I accidentally grouped eight or 10 enemies together, and the party spellcaster did exactly what you'd expect. They were cackling in glee.

In the second, they knew a group of the king's soldiers was chasing them across the continent. I allowed them to pick a spot to ambush the soldiers, and prepare accordingly with powder kegs, traps, and spike pits. I threw around 20 soldiers at them, and they still killed them in about a round and a half of combat. Today's me, a more experienced DM, would probably look for ways to make the fight more interesting, but sometimes your players deserve/want a big win.
I'm lucky with my "home" group that they tend to be easy to communicate to that way. If I give them the signs' this is dangerous" they tend to take the hint more often than not.
Is this just the local NPC begging them not to go, or are you more on the nose about it?
"you can tell, at the rate you're hurting it, you will be smashed into red goo long before it feels even slightly winded, you may want to see reinforcements or a different battleground."
This is pretty smart.
The player just could not fathom the idea that we, the heroes, were not supposed to kill the dragon.

Thing is, he was not new to D&D. I just think, at that point, he'd NEVER had a DM put anything in front of him before that he couldn't beat if he tried.
In two years of D&D, none of our DMs has ever put the party in a situation they couldn't win. Hell, we've never lost a fight in any game session. Part of that is the systems we've played: Pathfinder, D&D, WWN, and 13th Age. They're all Big Damn Heroes systems.

It will undoubtedly happen in our DCC game, but it hasn't yet.
 
Yeah.

When I was playing Star Wars they would want to engage with my top Old Republic Sith antagonists routinely, talking let's fist fight the dual wielding lightning storm lady.

It clicked for me that it was Media that did this. In a good movie, comic, game... A villain shows up early on. Does something to let the characters know they aren't ready for this smoke, come back after your Hero Journey. It's like a contract we make when we engage with these mythic story templates.

But in a video game (closest to DND because you are interacting and immersed, unlike other media), games do tend to railroad you. You get taken down to almost dead. You get a forced limping section. Maybe something falls or there's just an invisible barrier so you can't even get to the guy. Or there's just a cut scene that railroads you out and it's so beautiful. You don't care.

But in tabletop? A lot of the fun is interacting with the environment and the characters, and it's a lot harder to railroad.

And I think this gets exacerbated because there is a mentality in tabletop, not every table, but I think we can all think of examples where it feels like tabletop is a PVP game. It's players versus the dungeon master. And that took me awhile to sort out as a player. I don't think a lot of people ever do. The DM is not your enemy. They want you to get higher levels and do cool things. That's the reward. But there is a certain player attitude that treats the relationship as a competition, and those are the players I find that just dig down and look only at damage HP and how many healing things they can get away with versus actually creating a compelling group narrative where perhaps this is an opportunity to flesh out your character.
 
Is this just the local NPC begging them not to go, or are you more on the nose about it?
Typically it's telegraphed by the world or them getting a glimpse of the thing in action before having a chance to tackle it themselves. If you have an NPC tell the players "It's too dangerous" they will never be sure if you are trying to warn them or if you are setting them up to be big damn heroes. You need something more reliable and clear-cut. Something that gets the meta info to the players, but which also feels like it's part of the world.

If your players are smart and tuned into your vibe, you can do environmental storytelling for them to get it. "You enter the knight's barracks and see nothing but bodies torn limb-from-limb". It can work, but again, they can misinterpret. The most direct way is with the roll as I mentioned above, but a close runner up is give them a solid comparison with a known quantity.

If they're an ally NPC who you've shown is a badass, a whatever level fighter and he can attack 5 times in a turn or something, and the players see a monster smoke that guy in a single round, they will pay attention. If they spent a whole story fighting a red dragon that they beat to a standstill before it teleported away in retreat, and then a story or two later they find the villain wearing that dragon's skin as armor, they will know some shit is up.

The thing is to set up situations where they can get a demonstration without being in the engagement proper. The easiest way to do this is to give them the demo at a distance. They can look through a spyglass to see the battle happening, but they're too far away to get there before it's over. They can see the action happening over a video connection (for modern settings) but they're 20 miles away. That sort of thing. Darth Vader choking dudes to death over an intercom while having a casual conversation is a great movie example of this.

Oh! Also cutscenes are a good way to do this. Just straight up give them a scene of some shit happening at the villain camp and it's just showcasing how much of a badass the bad guy is, and how evil they are. Great method and totally seamless. And it's not even really a meta-gaming problem because knowing a bad guy can tank through fuck-tons of damage and hits like a freight train doesn't really let them know what to *do* about any of that.

This is also a good way to allow the bad guy to get heir good villain taunts in without putting them in harm's way. I used to have a player who would, as a rule, interrupt ANY villain monologue to try to kill them. I now assume any baddy I put in proximity to the heroes *could* get jumped, and if the dice fall right, *could* get killed at any moment. You just never know. So instead of that, you have the villain's presence be active, but not local. They harry the party through blood scrawled taunts left on the walls of towns they raise, they send messengers to them that deliver body parts of their kidnapped loved ones (and if you want it to be really fucked up, have other loved ones deliver the messages, but they're under some sort of curse or they have a bomb collar or something so they have to return to being a hostage for the baddie or they die). Proper archvillain shit. They appear in magical or technological holograms above town and tell them how insignificant they are. That sort of deal. Then when you finally have the villain show their face for real, the party is in full "let's go kill that bastard" mode, and you are left free to make the villain as nasty as you want to live up to their rep.
In two years of D&D, none of our DMs has ever put the party in a situation they couldn't win. Hell, we've never lost a fight in any game session. Part of that is the systems we've played: Pathfinder, D&D, WWN, and 13th Age. They're all Big Damn Heroes systems.

It will undoubtedly happen in our DCC game, but it hasn't yet.
One thing that makes me really eager to try Masks: A New Generation as my next system experiment, is that the system does not have a "death" state per se. You don't lose health in combat, you take "conditions' and when you're full, you're simply "out of combat" and the manner in which you were taken out is narrative, but is not, by default, death. It might mean you flee. It might mean you get knocked out. It might mean you were teleported to the dawn of time. You're just no longer able to interact with this scene. But within that broad spectrum it allows for a lot of those dramatic beats without having to worry that you've over-tuned an encounter in such a way that you end in a TPK.
But in tabletop? A lot of the fun is interacting with the environment and the characters, and it's a lot harder to railroad.

And I think this gets exacerbated because there is a mentality in tabletop, not every table, but I think we can all think of examples where it feels like tabletop is a PVP game. It's players versus the dungeon master. And that took me awhile to sort out as a player. I don't think a lot of people ever do. The DM is not your enemy. They want you to get higher levels and do cool things. That's the reward. But there is a certain player attitude that treats the relationship as a competition, and those are the players I find that just dig down and look only at damage HP and how many healing things they can get away with versus actually creating a compelling group narrative where perhaps this is an opportunity to flesh out your character.
This is something I address very directly in my intro sessions. I tell folks exactly the sort of DM i am and I let them know that typically speaking, I want to see the end of their character stories as much as they do. "You're not likely to die, but you'd be surprised what you can live through" is a common thing said at my tables. I usually talk about how min-maxing, while fun, won't do a lot in my campaigns because I will tune the monsters and threats to the players, and unlike them I don't have to follow point allocations and such. By design, the DM can always manufacture a bigger gun, because they run the rules, they are not bound by them. That tends to take the wind out of that approach and get them thinking about the thing that will fit with the campaign, which is character.

Granted, I also tend to feel out my players before we play anyway. I play other stuff with them to see how competitive they are, if they are prone to that min-maxing vibe. It's usually not just confined to ttrpgs so you can sort of pick up on it in other games. I try to seek players who like the same stuff I do (or at least complimentary stuff) in the hobby. That way we're all likely to have a good time. Not all friends are D&D friends.
 
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One thing that makes me really eager to try Masks: A New Generation as my next system experiment, is that the system does not have a "death" state per se. You don't lose health in combat, you take "conditions' and when you're full, you're simply "out of combat" and the manner in which you were taken out is narrative, but is not, by default, death. It might mean you flee. It might mean you get knocked out. It might mean you were teleported to the dawn of time. You're just no longer able to interact with this scene. But within that broad spectrum it allows for a lot of those dramatic beats without having to worry that you've over-tuned an encounter in such a way that you end in a TPK.
13th Age has a similar feature:
Fleeing is a party action rather than an individual action. At any point, on any PC’s turn, any player can propose that the fight is going so badly that the characters have to flee. If all of the other players agree, the heroes beat a hasty and successful retreat, carrying any fallen heroes away with them. In exchange for this extraordinarily generous retreating rule, the party suffers a campaign loss. At the GM’s discretion, something that the party was trying to do fails in a way that going back and finishing off those enemies later won’t fix. If the heroes were on their way to rescue a captive from unholy sacrifice, then naturally enough the captive gets sacrificed. Don’t worry, overcoming setbacks is exactly what heroism is about. The point of this rule is to encourage daring attacks and to make retreating interesting on the level of story rather than tactics.
The game also has an optional rule that doesn't allow PCs to die to unnamed monsters. They can be knocked unconscious, but can only be killed by named foes.
 
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