• tehmics@lemmy.world
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    1 year ago

    This is why I don’t like most dnd dms. Ruling out betrayal because it’s ‘a coop game’ is just as crazy as forcing every session into being a 3 hour combat encounter. If I wanted to play a coop loot dungeon crawler there’s about a million video games that automate the dice rolls and loot sharing, lettimg me focus on the action and the loot.

    Tabletop’s role is to promote emergent story telling, not a more cumbersome way to handle combat and loot. If all a DM can do is stick to their contrived storyline and throw combat at you without facilitating emergent story telling, they’re just a worse version of a video game. I’ll go play Baldurs Gate instead.

    • HypnoticSheep@lemm.ee
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      1 year ago

      If you introduce backstabbing and betrayal into the game without the other players having previously agreed on it, you’re the problem player that tables don’t want. If, as a group, you’ve already agreed to have that kind of game dynamic, then yeah obviously that’s fine.

      • AnonTwo@kbin.social
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        1 year ago

        Dark Urge can make some characters much more difficult to keep, yes.

        I think you can wake up one day and one of the NPCs is just dead before anyone can do anything.

        The idea is to play around that, either try to stop their tendencies or yeah, get rid of them.

          • AnonTwo@kbin.social
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            1 year ago

            I think we’re just saying a mainstream D&D game lets players do more than you do, with the story fullheartedly supporting it.

            And you mean your D&D table, because there’s definitely a few people here who don’t think this is for all players.

    • AnonTwo@kbin.social
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      1 year ago

      Ironically I’m pretty sure Baldur’s gate supports PvP, right down to having the “Dark Urge” character who absolutely would screw with the team by existing.