- cross-posted to:
- dndmemes@sh.itjust.works
- dndmemes@sh.itjust.works
- cross-posted to:
- dndmemes@sh.itjust.works
- dndmemes@sh.itjust.works
cross-posted from: https://lemmy.dbzer0.com/post/14567016
DMing is the Call to Righteousness and faith in God and His d20 (John 14:6)
I’ve only ran a few sessions in different games, and I have a hard time with the consequences part. I tend more towards games where the consequences of failure are, you try again a different way. Maybe you lose some reputation, or you don’t get as big of a payout. I need to get better at enforcing consequences for players.
IMO a lot of it comes down to player expectations. If you say up front “player characters can and will die if they make poor choices or even just get unlucky” and your players sign off on that, you can put death traps and over-leveled monsters all over the place.
If you plan to run a high-lethality campaign I’d recommend having each player play 2 characters, with 2 backup characters ready to go. I call those meatgrinder campaigns.
“Yes it’s a campaign but the whole thing is a Dungeon Crawl Classics funnel! :D”