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Originally Posted by TheFred
There often is a chance of failure, and going by the book a certain proportion of encounters are meant to be particularly difficult; the typical four-vs-one is not very threatening, but even then, a(n un)lucky crit can completely change things.
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And we still have yet to address the part where the threat of death is an incredibly bland and unimaginative threat, which is the entire point here. What happens when the entire group dies? The game is over, or you start new characters. What happens if a single PC dies? Their player is disappointed, feels sad for their character's death if they're particularly attached to them, shrugs and creates a new one. Moving on as before. That's not exactly interesting as a failure state. Compare to, say, if a character is taken out by bandits and gets captured and the bandits gets away with that character, planning on ransoming him back. Now we have a whole new exciting arc where the rest of the characters have to rescue their friend while the captured character tries to escape. It adds to the story, unlike a random shot from the dark that ends a character.
Lets take another example for failure. The players are trying to race to the top of the Tower of Evil to stop the Evil Sorcerer of Evilness from summoning a powerful demon. When they get there, a climatic fight scene occurs. If the players win, they stop the Evil Sorcerer from summoning the demon and perhaps manage to kill the Sorcerer.
Which is a more interesting result upon failure: if the players fail, they die and the game is over. Or, if the players fail, they are beaten and bloodied, while the sorcerer manages to summon the demon, wrecking devastation on the kingdom and laying siege to the capital with his demonic hordes? Now the players need to find a way to banish the demon and stop the Sorcerer from killing even more people.
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Originally Posted by TheFred
I have yet to have PCs killed in their sleep, though I've threatened it before. As for the villains and their flawed plans, I hate them. What's more unexciting, a challenge which is nigh-insurmountable or a game where you know you're going to win because the game has purposefully been designed such that the "narrative" dictates it? Doesn't this bring us back to exactly the thing you were against (encounters where the PCs winning is a foregone conclusion)?
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I fail to see the relevance here. In fact, my approach that "failure is not the end" means that you can put far more challenges against the party, because failure becomes something everyone can handle and not the end of the narrative (for a group or single character).
My point in the part you quoted was the problem of presenting "realistic" threats or threats that are carried out as optimally as possible. Because if that course is taken then everyone would fix problems in their plans and attack the PCs when they're sleeping. All of this gets us to the point where the characters engage not in a story but in a game of finding a loophole in the plans of the GM (who can fix those loopholes with a handwave if he wants to).
Quote:
Originally Posted by TheFred
A lot of characters die a lot of ignoble deaths to randomers, and yes, that's part of the narrative - it can't not be, because it's a novel. However, the very nature of the narrative is one which doesn't care about keeping people alive because of special story reasons; people die when it makes sense for them too, regardless of whether we want them to or not. GoT is just an example which many people have heard of.
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Except characters are kept alive because of special story reasons. Those story reasons are to kill them off later in a more dramatic and/or satisfying way. They're kept alive to fulfill some more important role in the story, even if that means they're killed off at a later date. It's been a while since I've read the SoIaF books, but I can't remember any more major character dying in a "random encounter" typed situation.
Also, you used the line "whether we want them to or not". Correct me if I'm wrong, but this indicates that you're comparing the deaths of PCs to the deaths of characters in a novel, and the players and readers occupy the same place, ie an outside observer? Otherwise your analogy rather falls apart, you see. However, this is a problem that we're facing in terms of communication. I don't think we're on the same page here, as I see the players and GM on a more equal storytelling level, while the two separate groups can easily be seen as an "actor" and "reactor" roles, where the GM tells the players what happens and the players react to that. To me, the players and GM are both involved in telling the story through different but no less equal means.
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Originally Posted by TheFred
Well, as I've said, it entirely depends on what you want. "Fun" can be had any which way, after all. If you want to tell a story, though, why not tell a believable one, rather than one where the good guys win because they're the good guys or some rubbish? If I'm role-playing a character from a comic book, sure, let comic book things happen! If I'm role-playing a person, in a world, I want that world to act like a world. Some level of suspension of disbelief is fine, some level of metagaming may happen, but it ultimately boils down to what kind of "story" you want to tell.
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You seem to equate "realism" to "threat of death on failure", which has nothing to do with realism, but just narrative and encounter design (which is a part of every kind of game, whatever you're aiming for). And, to me, defaulting to the threat of death is, as I have many time stated but which has always conveniently ignored, ultimately the most boring and unimaginative threat there is.
A story can be believable even though failing doesn't result in death, it happens all the time. Furthermore, you keep ignoring the part where I talk about Fate's Concession mechanic which keeps both failure non-lethal but still allows for the threat of death to be present.
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Originally Posted by TheFred
Ah, the US, a country which completely represents the "generic quasi-medieval fantasy setting" in which most D&D games are played!
In most such settings, life is cheap. If robbery gets you hung, why would you hold back on killing people? The Olden Days weren't like today, just with swords and stuff; hell, most likely you'd just catch something and die of that, and sod the monsters.
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Again, any number of reasons.
You, as the GM, just chose to default to the "realistic" approach of "kill everything in sight" without even apparently thinking of other ways to end an encounter in failure. I've given you quite a few examples already. The possibilities are endless and it just takes a bit of imagination when designing the encounter, and allows for far more interesting things to happen with failures. Failure should always be a possibility and failing is a big part of stories, but the consequences of failure should be something more interesting than characters dying.
Besides, what do you do when there's a TPK? Just end the campaign? Isn't that terribly dull of a conclusion to any sort of story? "And then the heroes were killed by bandits. The end." Sure, it might be "realistic" (even though it's as realistic to have the bandits do something else that doesn't outright kill the PCs), but is it fun for the players to just drop the entire game because a bandit had a lucky crit four times in a row?
Characters fail in stories all the time but they don't, and shouldn't, die from failing. They get beat back, their objectives fail, they don't manage to stop their enemies from achieving their goals.
My overall point here is that it is good narrative and encounter design to create encounters that do not have to end in death when failed, because it allows for far more challenging and interesting encounters, where you can't say if you're going to win because both victories and defeats drive the story forward, something that is very hard to do when the only failure result is death.