Friday, March 15, 2019

Longevity

By all reasonable accounts, Zeb probably should be dead. It wasn't a miracle of the dice that stayed him, but weak judgment on my part. At the last minute (after a failed save had been rolled), I called into question whether a blinded dragon could reliably direct its breath weapon at unseen opponents, even with their last known location unchanged. In the moment, I decided this was too contentious to stake a character's life on, so I allowed Zeb to avoid the cloud, even though the full breath weapon damage would have killed him instantly. Erring on the side of the PCs isn't the worst thing in the world, but I probably leaned too far this time. Zeb can rightly acknowledge this as Malar having spared his meager life.

In light of the above, I've given much thought to the prospect of characters dying and what a tragic event like the loss of Zeb would mean for the campaign. If I felt like allowing a PC to die would spell the end of the game, that would severely burden my judgment when it comes to adjudicating deadly situations.

Fortunately, I think we're all on the same page that the campaign can continue, even under the most dire of circumstances. For the benefit of everyone, here are some points to live by going forward. This is effectively a charter as to my long-term vision for the game.

  • If a PC dies based on dice rolls, I'm not going to intervene. It's hard, as DM, not to pull strings at times, but doing so deprives the players of a fairly run game and the experience of overcoming the death of a character.

  • I don't expect (nor should anyone else expect) the campaign to end if a character gets killed. Obviously a TPK may result in a break in continuity at the very least, but either way, life in the game world goes on, just like in the real world. I see our campaign as being greater than any individual character; there's no critical plot artery that hinges on the survival of Zeb, Audric, or anyone else. We're full-on Game of Thrones, here.

  • A player can either create a new character to replace a perished (or retired) one, or elect to take on a henchman as a full-fledged PC. New characters begin with the same starting XP as the original PCs and are expected to advance in level through play. This may mean that a new PC needs to be shielded from harm at times by the rest of the party in order to stay alive.

  • Despite entering the game at a lower XP total, a new PC can normalize in level over time thanks to the AD&D experience tables. For example, a 1st-level, 0 XP Fighter and a 5th-level, 16,000 XP Fighter will both be 6th level, 40,000 XP later. (It's also reasonable to expect that a low-level PC will advance more quickly in a high-level party, since the party's XP awards will naturally be larger.)

  • In the meantime, it's possible that other, established PCs will die/retire, or new players/henchmen cycle into the game. The original “new PC” may become a veteran before long.

  • Under this system, the total power level of the party is likely to fluctuate over time. Many of us are used to games where the party only ascends in level and ability as the game progresses, up until the point that everyone retires and the campaign ends. In my model, we could look back six months from now and recognize this point in time as the peak power level of the campaign. This allows for organic continuity across years of gaming, with the ability to re-experience the early and mid levels again and again. A high-level character that sustains through it all is truly something to be valued.

I could probably write a book on this stuff, but these feel like the most important points, so I'll leave it here for now. Happy to discuss further in the comments.

2 comments:

  1. I did cast the taunt spell on the damned thing, so I can hardly be bitter if it worked!

    Given the circumstances, it was a chance I was willing to take. If it wasn't blinded, if it passed the save for sanctuary, if I was in line of its breath weapon, if the fog didn't obscure me, if I failed my save...that's a lot of ifs and I felt that the odds were in my favor.

    I could have kept the tribe around and gave it more targets, knowing how dangerous a creature it could be, and thus increased my chances even more, but ultimately that's not what Zeb's about. The tribe, love them or hate them, are my responsibility at the moment, as is Selben's safety.

    While I was shocked when we discovered the true magnitude of the threat--a dragon--I'm actually rather glad that you don't pull punches for us. I have no way of knowing if it was at 1 or 100 hit points after we threw our best at it, but even though the encounter with the dragon felt unavoidable, it's not like we were under-equipped to at least put a dent in the creature before it ate us.

    I had options to increase our chance of survival, but wasn't willing to suffer the losses. That, ultimately--whether you turned a ruling in my favor or not--was really the height of the tension for me, and making the decision to taunt the creature and the rush of adrenaline after making that call was really the payoff, whatever the outcome.

    Don't get me wrong--I'm glad he's alive, Zeb is my favorite character ever, but he's not a safe character. Whether it's fleeing Malaran cultists who want to sacrifice him as an outcast, gettng mauled by a bear while walking around the woods naked, breaking off from the group to explore the shadowy ruins of Shadfeld or standing in the face of a charging Niohoggr, risk is built into his personality.

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    1. In the name of full disclosure, taunt did not work (glitterdust definitely did, however), and I'm fairly sure the breath weapon was used prior to sanctuary being cast (it was actually in direct response to having been blinded). Given the fog and blindness, though, it was hard to assume that the dragon could automatically breathe on both Zeb and Audric, especially with so much at stake. In the end, I should have been more meticulous and not rushed to have you roll saving throws.

      I do feel that Zeb and Audric were justified in allowing the others to flee. The best pure tactic may simply have been to have everyone scatter, but it's tough to see that playing out with zero casualties. Sacrificing themselves was brave and honorable, without a doubt. Fortunately, the dragon's endgame wasn't to kill everyone, which made it easier to turn it away with a veritable show of force.

      This isn't an ends-justify-the-means type of situation, but I'm still happy with where the campaign stands, and equally glad that both of you enjoyed the game and felt the intensity of the encounter. This is likely a session we'll remember for a long time to come.

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