Author Topic: One Eye Wolf Trade Post  (Read 1415 times)

Legacy_MagicalMaster

  • Hero Member
  • *****
  • Posts: 2712
  • Karma: +0/-0
One Eye Wolf Trade Post
« Reply #15 on: October 09, 2013, 05:17:11 am »


               

CaveGnome wrote...

I know the ideal case is finishing a game in one go without dying, but practically, computer RPGs (and NWN modules rarely except this rule) have a bad player survival rate the first time you discover major new threats. They tend to push the "save/reload, learn by dying" thingy. Where a real DM could mend some flagrant broken luck or improvise something to cushion initial contact, computers will mercylessly kill players. It's sad to say, in a fight using RPG game, if you don't die a couple of times, the game is generally too easy and boring (for fight lovers that is '<img'> To summarize: I think the player has already a lot of information at his disposal and don't want spoiling too much the final act, but i will try to give something to protect players from the undead.


The important thing is that the death should feel fair.  Surprising a player with something they had no reasonable way to predict just seems like a "HA!  Gotcha!" moment.  As the player, you should feel you died because you did something wrong and you have some ideas on what to fix (or you have an idea of how to discover what to fix).

I mean, you could put a trap on the left side of the bridge that instantly kills players and can't be detected.  They'd probably figure out they need to stay on the right but they have no reason to suspect that would be the case and no indication given besides simply dying.
               
               

               
            

Legacy_CaveGnome

  • Sr. Member
  • ****
  • Posts: 432
  • Karma: +0/-0
One Eye Wolf Trade Post
« Reply #16 on: October 11, 2013, 07:38:25 pm »


               

MagicalMaster wrote...

The important thing is that the death should feel fair.  Surprising a player with something they had no reasonable way to predict just seems like a "HA!  Gotcha!" moment.  As the player, you should feel you died because you did something wrong and you have some ideas on what to fix (or you have an idea of how to discover what to fix).

I mean, you could put a trap on the left side of the bridge that instantly kills players and can't be detected.  They'd probably figure out they need to stay on the right but they have no reason to suspect that would be the case and no indication given besides simply dying.


Right, i feel exactly the same thing. As a DM, i consider it a necessity for players to always have a reasonable way to avoid death and a logical one if possible. One of the funniest part in RPG is letting players figure how to win the day discovering ennemy weakenesses, when odds where apparently against them at first. For that, there must be some hints available and/or something the player can do to counter threats before they occur.
               
               

               


                     Modifié par CaveGnome, 12 octobre 2013 - 11:17 .