Johann
*eyeroll*
Blogger Eero Tuovinen writes some damn good RPG essays and is currently polling readers about what to write next. I have expressed my love for his insights on my old-school blog Out For Blood and will provide one of my favorite nuggets from discussions on the (now defunct) Story Games forums below for context.
In any case, my favored essay option is The Sacrament of Death and because it's narrowly losing out against the Historiography of D&D, I'm kindly asking you to hop over there and vote for the former, if you are so inclined.
From the blog:
The Sacrament of Death is a rpg theory article on [...] the ways that individual games use to prepare the player for the possible death of their character later in the game. The important part is to realize that playing a game with prominent character death without a solid sacrament is foolish; if there’s going to be death, you should prepare the players for it emotionally and socially.
Historiography of D&D is the name for a rpg theory article with a simple and friendly goal: describing the important points of D&D’s cultural history in an educational way. Many people have written about this, but apparently it’s still a bit difficult to find a nice article to link to when you want to get to the same page with people about what “old school” or “modern D&D” or whatever means in practical terms.
The promised Eero quote (emphasis mine):
And maybe you'll find stuff you like at all those links.
In any case, my favored essay option is The Sacrament of Death and because it's narrowly losing out against the Historiography of D&D, I'm kindly asking you to hop over there and vote for the former, if you are so inclined.
From the blog:
The Sacrament of Death is a rpg theory article on [...] the ways that individual games use to prepare the player for the possible death of their character later in the game. The important part is to realize that playing a game with prominent character death without a solid sacrament is foolish; if there’s going to be death, you should prepare the players for it emotionally and socially.
Historiography of D&D is the name for a rpg theory article with a simple and friendly goal: describing the important points of D&D’s cultural history in an educational way. Many people have written about this, but apparently it’s still a bit difficult to find a nice article to link to when you want to get to the same page with people about what “old school” or “modern D&D” or whatever means in practical terms.
The promised Eero quote (emphasis mine):
I am admittedly beyond hardcore on [the matter of low-level lethality]. I entertain myself thinking up ways to make the D&D support even more meaningless lethality. I find that the constant, nihilistic existential pressure focuses minds wonderfully, and makes the occasional streak of success taste all the more sweet. I simply don't have any interest for facilitating the survival of this particular character any further than his choices, talents and luck take him.
I basically just don't take a D&D GM seriously before they've killed a few PCs. We can talk about it all we like, but until I see them do it, it's all insubstantial theory - maybe their characters have just been skilled and lucky, but also maybe the GM is misusing their wide influence to undermine the supposed dangers. (The D&D GM has such a multitude of influences that it's almost impossible to get a legit game if the GM doesn't want one.) Not that I want my character to die when playing, it's just that I want a legit resolution even more. The only difference between a gauntlet by fire and a puppet theater is in whether there actually is a legitimate possibility of failure.
So, pretty please? It just needs five votes.I should say that while it is possible to make things "too difficult", my experience is that GMs generally vastly underestimate the level to which players are willing to rise. The thing is, if you've already decided that the PCs shall, by and large, live and prosper, then you've already made it impossible for the group to find out how high you can go on the difficulty before the players give up. They'll never have the chance to encounter the setting in all of its true brutality if you as GM shirk away from it. You have to be brave first, or the players never get the chance to be.