On 12/30/2023 11:11 PM, Alex Schroeder wrote:
> You know how regular combat in the game attacks the player characters.
> But there are some things that "attack" players. Like the death of their
> character involves the player doing things they dislike, like start with
> a new character that has fewer levels, fewer connections, less money, or
> incurs some other loss. Another "attack" I sometimes experience is when
> character creation takes a very long time. Then fear of character death
> turns into fear of replacement character creation.
Death is always something to dislike in the game, easier character
generation makes it easier to get back into the saddle though.
>
> I recently started thinking about certain events as attacks on players
> in that vein.
>
> If the party is powerful and the opposition is strong but clearly less
> powerful, then frontal assaults "work" but at the same time the session
> only lasts for a certain number of hours and endless fighting killing
> many dozens of goblins turns out to be somewhat boring.
>
> Similarly, countless waves of weak opposition are boring and sap away
> time. These are challenges that attack player entertainment somewhat
> like character death or long character creation, I feel.
>
> A half-finished thought, in any case.
If it is clear that the opposition is no match for a party I don't see
anything wrong in cutting the fight short, maybe making it less about
every single roll, but having the attacks determine how long and with
what effort or expense they manage the fight.
It depends on the situation, but if a fight drags on too long and new
forces arrive this might change the tides of the fight. If there is no
help coming and no problem, maybe just roll for some appropriate damage
for the PCs and cut the whole thing short.
You want to keep the game moving.
As an aside: there was some discussion about attacking all parts of the
character sheet on the OSR blogs at one point, which meant to have
status effects that did not only damage hp, but actually modified other
parts of the character (one example was a bureaucratic orc who didn't
attack but made necessary paperwork that took up inventory space,
another was a monster that ate names)