They came to the house.
They know whose home ground they're on.
They came to the house.
New idea for a death game mangaThey came to the house.
They know whose home ground they're on.
The answer is that this is videogame design being poorly applied to TTRPGs.Well if they've stopped doing that, that's a good thing, right?
I'm just confused as to why anyone thought it was every a good idea in the first place.
I don't think this logic holds. This is a very common type of story, and one that has a pretty long pedigree in table top games based on discussions I've seen. The oddity is more that they were laser focused on this one particular setup, not that it existed.The answer is that this is videogame design being poorly applied to TTRPGs.
In a videogame, the player is expected to exist persistently within a larger world subdivided into areas, usually with one of these being the tutorial area. A hook in area A points the player to check out area B. It seems pretty clear to me that the team responsible for these adventures took a similar mindset of presuming the player character already exists as a generic character who stumbles across the adventure rather than being created for the sake of participating in it.
I think stuff like that is a lingering hold over from the early strains of thought about adversarial dming, where it was expected that the players would be yanking on the leash you had on their throats constantly trying to avoid your adventure and fuck off in a random direction, you see that kind of a thinking a lot in older preplans where they're full of stuff giving advice on how to force the pcs to stay on the railroad. Only it kind like just entered the dna of rpg writing even as that attitude faded a somewhat.
(Adversarial dming doesn't even have to be unfun for certain values of adversarial. Making dungeons that are genuinely lethal puzzles is great fun if you talk with people beforehand and they're actually into playing it like a puzzle/heist game instead of a storygame.)
of course, that advice is entirely in keeping with what a vocal segment of the wfrp fanbase considers to be "The Right Way To Play", as described in this piece by james wallis:Honestly one of the more fascinating examples of this kind of design that I have come across lately is in the 4e remakes of the Enemy Within campaign for wfrp. I just finished running a group through them, the final book finished like last week, and I was using them as the basis for a quest recently so I've been looking at them in depth.
Anyway, one of the distinguishing features of the 4e version are the "Grognard" boxes, which are sidebars and text sections designed to account for players who have run this adventure before - it is, after all, a good thirty years old or so and quite famous within its niche! And a lot of the advice is really good - there's a whole section for Power Behind the Throne on how to shuffle hooks and culprits and machinations to keep players guessing, because it is specifically a mystery/social investigation focused adventure, for example.
And then there are Grognard boxes which are... not that.
For example, what if the players express a sense of anticipation for Etelka Herzen's treasure and what they are going to buy with the several hundred gold crowns in there? Consider moving it to an alternative location, like say a closet that the goblins have been using as a toilet, and make your players describe how they dig through piles of literally rancid shit to get their gold!
What if, instead of speaking to any NPC or engaging with the adventure in any way, the players bypass the entire place and head directly for the secret tunnel hidden in the cavern system? Consider redirecting that tunnel to have them come out in the castle dungeons where a torture-happy ogre is waiting for them!
At literally no point in the entire five-book series does it say "consider talking to your metagaming players and asking them to please dial it back".
I'm wondering if it's a result of underestimating how willing players are to make characters specifically for an adventure path and wanted ways to lead in existing characters to the adventure path?
That's not really a thing Only War is designed to do. A GM can certainly play it that way, but it's about as deadly as WFRP (save that it generally gives fewer Fate Points).I think 40k Only War did it well, where you might go through a whole bunch of sheets on your first session and whoever "survives" is who you play at a higher level that you now flesh out.
This might be a digression, but a similar manner of play was dominant in Poland as Jesienna Gawęda (Autumn's Tale), named after a series of essays published in the main Polish RPG magazines of the time between 1999-2003 by Ignacy Trzewiczek, a prominent TRPG personality (and the lead editor of one of the magazines). I was too young to experience it first-hand but sources say that it aimed for a similar "doomed PCs fighting for survival" atmosphere. Reasons behind the dour mood were several: the rather bad economic condition of the country, the popularity of The Witcher series, humor and pop-culture references of early WFRP understandably flying over the heads of the local TRPG fans, and the faulty ruleset of the early editions making them seek more narrative-heavy experiences.WFRP pretends to be the same, but in fact is about the PCs' day-to-day fight for survival in a universe that hates them. If you don't finish each adventure worse off than when you started it, your GM is doing something wrong.
in short, The Right Way To Play wfrp (and other Gritty And Lethal roleplaying games) is to, like, line up to be hosed down with shit.
They didn't want adventures to Warhammer to be filled to the brim with fighting and clashes. When creating the rules of the game, they tried to persuade players out of this and offer them a different kind of gameplay. Full of rainy narratives, tragic heroes, and lost causes. In the Old World, unlike in other fantasy worlds, players do not find chests full of magical knockers, cuirasses, helmets. Heroes are not armed with magical lances, swords, and epees. They have old, tattered, often only leather armor, and old swords found in attics or bought at the market for the last penny...
They will try to destroy the cultists. From that point on, the fun will start to change, the cultists will come to the forefront and drag the players into a deadly game that can only end in one way. The players' heroes will die. That's for sure.
It is the cultists, however, who will have the upper hand in this game. The players have to run, they will be chased from town to town, from village to village, and still on the run, they will repel attacks and try to counterattack. You must shower them with blows, you can't let go if you decide to lead this clash, if your players want to move the hidden force they must pay for it. They will die, and you will make them remember this death for a long time to come. Tire them out, drive them all over the Empire, destroy everything close to them, destroy their morale, make them merciless killers. And take away their hope. First, make them have it, make them feel it all the time, and believe that they will manage to win. And then slowly take it away from them.
They will try to destroy the cultists. From that point on, the fun will start to change, the cultists will come to the forefront and drag the players into a deadly game that can only end in one way. The players' heroes will die. That's for sure.
It is the cultists, however, who will have the upper hand in this game. The players have to run, they will be chased from town to town, from village to village, and still on the run, they will repel attacks and try to counterattack. You must shower them with blows, you can't let go if you decide to lead this clash, if your players want to move the hidden force they must pay for it. They will die, and you will make them remember this death for a long time to come. Tire them out, drive them all over the Empire, destroy everything close to them, destroy their morale, make them merciless killers. And take away their hope. First, make them have it, make them feel it all the time, and believe that they will manage to win. And then slowly take it away from them.
Keep in mind that the earliest version of D&D was essentially an add-on for using the Chainmail war game to play individual hero units. Roleplaying and narrative didn't really enter into it until later.
There are two editions, three if you count Pathfinder 1E, where just winging it bro is a recipe for trashing your character more often than not for over half of the classes in the game unless you are very familiar with the game. Creating a character in them is a very serious time investment.
At literally no point in the entire five-book series does it say "consider talking to your metagaming players and asking them to please dial it back".
1e has its advantages as a system, but game balance and accessibility to new players are not among them. I would actually honestly argue that 1e Pathfinder by virtue of the sheer amount of work it requires for even low-level play is a hostile system to new players.
I mean, even the the earliest editions of D&D, there were resurrection spells. I do feel like the lethality of early D&D is rather overstated, even if a few of the Gygax modules could tend towards the sadistic.This is very true but I feel like this mindset persisted well after D&D had long become established as its own thing.
Game mechanics were punishing by design in a number of ways and a lot of times, whether a character lived or died was very frequently determined by whether or not they passed a certain check or save at the opportune moment. The idea that someone might actually be attached to their character or at least might get upset at the idea that their character dies because they rolled an 11 when they needed a 12 is well...
I'd imagine Gygax's response would've been something to the effect of "Sucks to be you."
This is very true but I feel like this mindset persisted well after D&D had long become established as its own thing.
Game mechanics were punishing by design in a number of ways and a lot of times, whether a character lived or died was very frequently determined by whether or not they passed a certain check or save at the opportune moment. The idea that someone might actually be attached to their character or at least might get upset at the idea that their character dies because they rolled an 11 when they needed a 12 is well...
I'd imagine Gygax's response would've been something to the effect of "Sucks to be you."
I'd say most if not all Pathfinder classes are pretty objectively terrible if you just throw something together slapdash. The absolutely mind-boggling number of options of varying degrees of quality and balance means that there's a lot of very situational options that might be great if combined with certain builds, items, or classes but are unplayably bad otherwise.
1e has its advantages as a system, but game balance and accessibility to new players are not among them. I would actually honestly argue that 1e Pathfinder by virtue of the sheer amount of work it requires for even low-level play is a hostile system to new players.
Honestly, so many TTRPG horror stories could have been averted with nothing more than some simple communication. Not everyone will be open to changing their behaviour, but making the effort is important.
I feel like a lot of older gaming systems placed an emphasis on IC solutions to OOC problems and didn't really emphasise things like communication, understanding expectations, conflict resolution and de-escalation or just like... basic social interaction.
Can we all say that? I'm not sure that we can.I mean I think we can all realize by now that Gygax was a bad DM
I mean, even the the earliest editions of D&D, there were resurrection spells. I do feel like the lethality of early D&D is rather overstated, even if a few of the Gygax modules could tend towards the sadistic.
I mean I think we can all realize by now that Gygax was a bad DM
I'm going to play Devil's Advocate and say the Drow are based on spiders hence the matarichal thing. Female spiders are typically bigger and eat their mates.For example, I would strongly argue that a lot of problems with the Paladin class often being characterised and roleplayed as a Lawful Stupid religious fanatic asshat and the Drow being basically an entire society of misogynist stereotypes is almost exclusively down to Gygax's influence on the game.
Darkvision exists in the drow's setting and can distinguish shades of gray without any light present. The drow are adapting by developing camouflage to look like rocks.Still I never understood the Drow being dark skinned if they lived underground.
Wouldn't it make more sense to be pale like no Melinen pale.
IIRC the modern explanation is the high magic-radiation in the underdark causing it, if they bother to come up with an excuse at all.Still I never understood the Drow being dark skinned if they lived underground.
Wouldn't it make more sense to be pale like no Melinen pale.
The mysoginy came first and the way to justify nextI'm going to play Devil's Advocate and say the Drow are based on spiders hence the matarichal thing. Female spiders are typically bigger and eat their mates.
Still I never understood the Drow being dark skinned if they lived underground.
Wouldn't it make more sense to be pale like no Melinen pale.
![]()
Troglofauna
Troglofauna are small cave-dwelling animals that have adapted to their dark surroundings. Troglofauna and stygofauna are the two types of subterranean fauna (based on life-history). Both are associated with subterranean environments – troglofauna are associated with caves and spaces above the...dbpedia.org
Dunno how Greyhawk used to explain it, but Faerun had it that the drow were dark skinned from day one, and became subterranean much later. The matriarchal thing was also a later thing, and far less universal among them than Greyhawk, with at least one major nation defying it entirely. They've been underground for about 11400 years, but the elves arrived from Faerie 31400 years ago
Darkvision only exist from 3e on. Before that it was infravision, based on heat. Drow in Drizz't's home city even had a giant heat based city time piece, a pillar that was heated each morning and cooled throughout the "day"