The party
sits around the table, talking to the weird old man who hired them. They received
their payment, a miserable two thousand gold pieces for having to fight all of
those orcs, that troll, and deal with that one barrier wight, to recover the
sword they’d rather not turn over. Chuck the fighter decides, that he wants
more money, or he’s keeping the sword. He makes his announcement firmly, and
then finds himself turned into a newt. His party objects and find themselves effortlessly
in similar states.
After
denewtification occurs, they grump and wonder, if that old fart could
spontaneously defeat them, why didn’t he get the sword his own damn self.
And they’re
justified in their anger.
Players in
this situation have numerous valid concerns. And those valid concerns arise
from DMs trying to make them feel special. Yes, you heard me right. This jerk
ass in the bar is there because the players are meant to feel special in the
eyes of this DM.
One
persistant bugbear I see in world design and DMing is the concept of ‘everyone
is competent when working against the players.’ They don’t necessarily call it that. Sometimes
they call it ‘points of light,’ but it boils down the same thing.
The PC is a
12th level cleric? Only four other men in the entire history of the
world have reached such heights as he! Except for the drow who have like three
evil 10th level clerics, per encounter! The wizard is really tough,
but there seem to be reams of evil necromancers (some even work together!) The
fighter is a god among men, and encounter gods among orcs of similar level (in
groups of four) guarding chests in 10x10x10 rooms.
Why? The DM
is simultaneously trying to make the players feel awesome and cool and special,
and trying to balance out the requirements of the challenge of the game. Hence
every bunch of dirt farming kobolds has to have someone who can challenge the
party, the bad guys have to have an ample supply of evil clerics, wizards and
the like for the party to battle through, while their own side consists of a
collection of morons and low level folks.
It used to
be a joke that the city guards couldn’t handle an orc tribe the players could
decimate at level 3, but could destroy a level 12 adventuring party. When they
were allies, they were scrubs, but as opponents? They got some of that nifty
antagonist only steroid cream.
So our
wizard in the bar comes from that. He has to need the party so they feel special, but has to be able to destroy
them if they step out of line. For
their own good of course.
This is
ultimately a failure of two things: Trust in players and world building. The DM
hasn’t built his world properly, and thus uses carrot and stick approaches to
try to keep them in line.
This leads
to a paradoxical lesson, and one which I’ve found it’s the most controversial
point I ever posit in these sorts of discussions.
If you want the players to matter, don’t
make them the only people in the world who can get shit done.
This takes
away from the ‘you are the world’s only hope’ or ‘you alone are the heroes of
legend,’ thing a bit, but there are many legends, and many hopes.
I think I
might expand more on this in other posts. Having trouble keeping focus..too
many things want to get out.
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