Just to get it out of the way, I don't watch CR, so I don't know if this is a specific reference, and am just speaking about D&D in general. :)
Kind of inevitable with most D&D games. If you design adventures around having a series of more-or-less balanced encounters, almost always combat, where player characters are expected to be stressed but not generally killed the vast majority of the time... both the players and their characters are going to have the expectation that they can just do that.
So you need to manage those expectations. Make it clear up front, and either run the game so that death is a real threat more of the time, or find other ways to make it crystal clear when it is.
(Or just don't make things lethal and find other consequences for failure. Or whatever you'd like, my point is just to get folks on the same page.)
@Lianodel@ttrpg.network its a meme,dude. We as a party were in a high Level Dungeon as mid level chars… and dm told us repeatedly if we really sure about this…
@Lianodel@ttrpg.network no, just dumb players not taking a hint… and yeah we kinda deserved it…our dm was devastated, but we agreed on taking consequences for our decisions…
Yeah, we had a near-TPK with our group recently. The rogue picked a lock and opened a door, which triggered a comical amount of explosives. We dealt with the consequences, but it was frustrating because it just kind of came out of nowhere. It didn't seem to be that kind of campaign, y'know? Nothing remotely like it happened in months of play up to that point.
...so I was kind of reading my own experiences into this. :P
Just to get it out of the way, I don't watch CR, so I don't know if this is a specific reference, and am just speaking about D&D in general. :)
Kind of inevitable with most D&D games. If you design adventures around having a series of more-or-less balanced encounters, almost always combat, where player characters are expected to be stressed but not generally killed the vast majority of the time... both the players and their characters are going to have the expectation that they can just do that.
So you need to manage those expectations. Make it clear up front, and either run the game so that death is a real threat more of the time, or find other ways to make it crystal clear when it is.
(Or just don't make things lethal and find other consequences for failure. Or whatever you'd like, my point is just to get folks on the same page.)
@Lianodel@ttrpg.network its a meme,dude. We as a party were in a high Level Dungeon as mid level chars… and dm told us repeatedly if we really sure about this…
Alright, gotcha. Just taking it as a launch point for discussing the game.
Plus apparently situations like this happened in CR recently, so I thought it was about these kinds of situations in general.
@Lianodel@ttrpg.network no, just dumb players not taking a hint… and yeah we kinda deserved it…our dm was devastated, but we agreed on taking consequences for our decisions…
Yeah, we had a near-TPK with our group recently. The rogue picked a lock and opened a door, which triggered a comical amount of explosives. We dealt with the consequences, but it was frustrating because it just kind of came out of nowhere. It didn't seem to be that kind of campaign, y'know? Nothing remotely like it happened in months of play up to that point.
...so I was kind of reading my own experiences into this. :P