Adversity in Role Playing

7 Responses

  1. David Stairs says:

    I fully agree with your sentiments. It does seem with the push of PC games, console games and WOTC 3.0 and beyond DND, that more and more players get disgruntled should their precious character die or suffer loss of any sort.

    • Kalex says:

      I find it to be quite a shame. Most of my best role playing stories from any genre are when things went terribly awry. Whether it involved the alteration, disfigurement or death of a character, or some seemingly impossible quandary like our (Traveller) Far Trader’s engines being nearly destroyed in deep space, those times always brought out the best role playing. I am saddened that I no longer can find that with my old, long time group. C’est la vie.

  2. MRay says:

    I understand where you are coming from. What I suspect is that with the rapid uptick in sensory overload because of newer technology/culture, instant gratification/feedback, “extra-lives”, “reset” mentality, etc, people find it easier to to pursue the easy path. To be honest, I would only want to have players and DMs that are committed to the game/campaign, the sense of adventure (in other words good riddance to those who don’t want to participate.). But I also believe that it can depend on the story-telling strength of the DM, i.e. if the DM has difficulty conveying the sense of destiny for a player character, or that there is a story arc with “pay dirt” at the end, players can lose interest. My $0.02

    • Kalex says:

      Thanks for commenting Matt!

      One thing I always tried to convey to players, without giving anything substantial away, was that they players did not know everything that was going on and that there was definitely world changing actions that could be taken by the players.

  3. Vaughan Cockell says:

    I think you hit the nail on the head with the phrase “players will put up with no deviation from their original character concept and build”. With the way 3rd edition worked with it’s feat structure and Prestige Classes the “build” ended up being a thing that was frequently planned out from the beginning all the way up to high level, in order to achieve the desired abilities. Any disruption in that could sabotage a players route to the Prestige Class that matched his original character concept. 2nd edition D&D did not have “the build” and more skill-based games do not have the same. %th edition, with its set class pathways is also safer from the straightjacket of “the build”.

    • Kalex says:


      Not surprisingly this was a v3.5 game. I simply don’t recall this kind of character rigidity in older editions. Sure we still sometimes had the odd rage quit, or feeling that things just weren’t going the character’s way, but not to this level of absurdity. Of course 1st and 2nd Edition Paladins wanted a holy avenger, magic-users wanted a staff of the magi, etc. but never before was it necessary for character completeness the way it became in 3rd and beyond.

  4. Vaughan Cockell says:

    5th edition, that is

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