No, let's start over...
There are some DMs who think their job is to set-up encounters just difficult enough to provide the party a bit of a challenge, but not, heaven forbid, to put them in any real danger. They may even apologise to you if a particular combat starts going against the party. And if things really go South, they will start fudging dice rolls or having the monsters make intentional tactical mistakes.
Their reason for doing this is that they don't want to ruin people's fun by having them lose, but, ironically, their combats aren't fun, since there is no incentive to think too hard, try anything new or novel. Just roll your dice everybody, round after round after round until the inevitable...

Now that's fun! That's engaging! The players push themselves to their limits. In this way, a lost battle can be more fun than a hum-drum victory.
OK, so back to last night...
Last night was Jiu Jitsu practice. Now, I started out training with several guys who have only been training for a year or two: enough to give me a hard time, but not that hard a time. I got to try out a few new techniques, as well as apply some old favourites. Good times.
Totally agree. I've taken some criticism regarding game lethality, pointing out concerns that players don't want to lose PCs they worked so hard to roll up. Not only do GM promote pampering as you mention, it is also required of game designers to "protect player interests" through rules. Wouldn't it be wiser for players to protect player interests and in such a way limit rule lawyer power?
ReplyDeleteThanks. I liked this post of yours on the topic of lethality. http://saurondor.blogspot.co.il/2013/09/the-bad-gm-roll-having-tpk-day.html
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