Just look at this. The game as it is played by millions of people simply does not have space for this type of thing to occur. Meanwhile, when you play the game as a Total Nonstop Braunstein, you have space for EVERY SINGLE type of game.
Can you imagine your PC getting caught and then publicly executed by an NPC? First, almost no DMs would entertain doing this at the risk of alienating fragile players.
But what would it do for your campaign and “the story?”
Imagine a campaign update, a la a SEEN post, which describes how after a Constitution saving throw, the executed party is able to say “Turn me over, I’m done on this side” as he roasts alive.
That event, accessible to all participants even if they were not present for any pertinent session, becomes a rallying point against this NPC.
THAT is collaborative storytelling where players are making decisions based on real agency.
“Erm, actually, what you described is actually a campaign fail state.”
“Campaign fail state” is when the campaign fails to exist.
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RPGs are actually meant to be played by a network of likeminded hobbyists. What Sandy is describing is the fundamental reason why the hobby turned out the way it did. Quirk chubgus rules the hobby because nobody had standards. Standards were illegal.
“Because there are unlimited things you can do in RPGs! The rules are limited!”
You can always add rules if necessary. But changing rules fundamentally alters the gameplay experience in ways you don’t expect.
(Adding rules will also do this so you must do so very sparingly and in a way that is congruous with the overall rules.)
Wargames encouraged people to write down edge case rulings made at the table when the rules were silent to encourage people to continue using that rule.
@hill_jowett @jpmccarthyjr Bros assume you are speaking in bad faith because, usually, people come up “just asking questions” but it becomes clear that they really just want to argue. But I am #Magnanimous and am happy to answer your questions.
@hill_jowett @jpmccarthyjr 1. The typical bro response is that the party would remain in the dungeon because that is where they left their PCs. But in reality, with ~15 minutes left the party decides to turn around, and the return journey is just a few random encounter rolls to return.
@hill_jowett @jpmccarthyjr Most of those encounters can be ran away from, or dispatched quickly. PCs are low on resources after all.
But 1:1 time is not a suicide pact. If you put them on ice in the dungeon, you as DM can keep the calendar and game moving. You’ll just need to make sure nothing happens.
I recently finished playing Tiny d10 by @td10rpg as a solo game. I created four characters, one for each class and race, and played the included module "The Broken Light." This is my recap and review.
If you are not yet familiar with Tiny d10, you can check out the whole thing on for free. It is a simple role-playing game whose ruleset may be considered "rulez lytte." All rolls can be resolved with a d10, and the rules fit on just 10 pages.td10.org