If you have an ability in a game that has a chance of eliminating you from the game if you use it, what does that then do to the game?
What does it do to the enjoyment of the other participants?
Older board games were very fond of player elimination - where you could stop playing the game when your position was overrun. And these could be LONG games. Consider Diplomacy, which could be an 8 hour game where players were progressively eliminated.
And that meant that a person might set aside their afternoon and evening for playing this game, but then WASN'T playing for hours.
Although I'm sure that it isn't a defining trait, when I started playing boardgames of European design about 15 years ago, one of the features that people raved about was that you were in the game until the end. You always could meaningfully participate.
This is not always true. Age of Steam feels like a Eurogame in many ways, but you can eliminate yourself in the first couple of turns. (There are reasons I prefer to play Steam!)
And so, player elimination has this weird thing of not only the person who was eliminated from the game feeling bad, but those continuing to play the game can feel bad. Because they have empathy, and can see their friend not playing.
The longer the game, the more significant the issue. Being eliminated in a 5-minute game allows you to get back in soon (and likely enjoy the chaos before the game ends). Being eliminated in a 8-hour game? Urgh...
Of course, "you suck for 8 hours" can be just as bad. Yes, you haven't been eliminated, but your position has been reduced to one you can't win from. So, you have to be careful about that as well.
TTRPGs handle character elimination in various ways. And, in general, there is a trend towards making it unlikely. If it does happen, then either (a) the character can be raised easily or (b) the player can quickly create a new character and join in again.
Some RPGs delight in making vulnerable PCs who die frequently. But I'm pretty sure most get *players* back into the game quickly. But do their new positions suck?
I think it is very easy as a RPG GM to forget the consequences on a single player when their PC dies and they have to sit out for the rest of the session. Partly because you're juggling so much already, you're not always paying attention to what an individual player does.
Getting better at handling those situations; so the player's experience is good *despite* or even *because of* the PC's death would be nice. (It is not always easy).
I do want risk in my RPG play. I want consequences. I would like, occasionally, PCs to die. I would prefer it not feel arbitrary. But overall, I'd like to handle it in a way that all the players enjoy the experience.
One of the interesting side-notes here is that it also matters WHEN elimination happens during a session. If it occurs during the first moments of the game, then that's a long period of dead time.
If it happens during the closing moment, then less so!
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In previous adventures (about 15+ years ago), the characters failed to stop the necromancer in Feast of Goblyns, and another player character became an important person in the Great Kingdom. #greyhawk#dnd
(I placed Feast of Goblyns in a west county of the Great Kingdom).
It's about 30 years later in the campaign world, and the current characters are about to visit the Court of the Overking. Some of the players played those previous adventures.
My group are fighting on top of Yester Hill. The scale on the map is 1 square = 50 feet, which means the closest enemy is about 300 feet away, and others are 500+ feet away. It's a new experience for the characters!
Spot the tokens!
While the party wait for the enemies get into range, the wizard keeps attacking a statue depicting Strahd.
Ireena is *very* approving of the wizard. Is this a lovely romance starting?
If you're interested in giving earlier editions of Dungeons & Dragons a try, I suggest you *also* get a copy of the 1981 Basic Rules, which may have the clearest explanation of some of the procedures those games follow.
Things like the procedures for exploration and combat are described much more clearly there than in OD&D or AD&D. You can then replace them with systems you like better, but it should give you a better feeling for the game. And the Expert rules add in wilderness travel.
I tend to like AD&D more than B/X due to the way it handles character classes, but I found the Basic rules invaluable in understanding the game.
In the early days of Dungeons & Dragons, players rolled to determine their ability scores. On 3d6. In order. Certain classes were only available to those with good rolls. #dnd
Note that in the earliest form of D&D, high ability scores did very little. High Str, Int or Wis? That only gave a bonus to XP earned, and only if you were of that class. No bonus to hit or damage from high Strength, for instance! #dnd
As the game developed - and with the release of the "Greyhawk" supplement - ability scores rose in prominence. And, as they did, alternative methods of generating them were needed. I've got a feeling characters with below average stats didn't survive long - if even played! #dnd
Non-player characters are tricky to describe in an adventure. Consider the following: What do they want? How do they react to PC requests and other interaction? How do they respond to trickery, diplomacy, intimidation or violence? #dnd
Just as with encounter, a one-size-fits-all format doesn't work for NPCs. Change how they're presented in response to how they're used. If you have someone giving you a quest, it's a different format to a NPC-as-villain, or a NPC-as-reluctant-ally! Write differently! #dnd
The more freedom players have with their actions, the more attention you need to pay to detailing NPC reactions. If the PCs are given the goal of "discover from Bob who the traitor is", consider how Bob reacts to various actions and detail them. #dnd