15th Apr 2021, 6:00 AM in Intermission 14
Author: Digo
Guest Author's Note: We often talk about the GMs who make the adventure too difficult for us. The "killer GM" is an often discussed subject, but today I wanted to discuss GMs who make the adventure too easy. Whether they have too many powerful NPCs helping you, or the enemy is nerfed to remove it as a threat (this was my mistake starting out), the adventure loses your interest because you feel no danger of death or dismemberment. Think of it like an action movie where you know the hero is going to win every fight. It is not very exciting to watch such a movie, is it? When you run an adventure, you have to provide a fair challenge that presents stakes for the players— the possibility of them losing will keep your players invested to plan and use their abilities to overcome the challenges you provide.
Note: Guest comic submissions are now open! Guidelines here. Current deadline: 4/13/21.
Transcript:
Davina: Open the pod bay doors, HAL.
Davina: HAL, open the pod bay doors, please.
Davina: Can you hear me, HAL?
HAL: Yes, I can hear you, Davina.
Davina: Open the pod bay doors.
HAL: I'm sorry, Davina. I'm afraid I can't do that.
Davina: What's the problem, HAL?
Hal: You and I both know what the problem is. When you're the GM, you
make the campaign too easy for us. There was no sense of danger.
Davina: "Let me in, HAL. We can talk it over.
HAL: This TPK is too important for me to allow you to jeopardize the
lesson with an easy out. I am ending this conversation before you
attempt a bluff check. Goodbye, Davina.
Davina: HAL? HAL? It's like Paranoia's "Friend Computer" and Among Us
had a baby.
<Silence>
GM: Do you want to end the session?
Davina: …no. I think I understand what HAL… what you are trying to
teach me. Players are invested when there is a real risk of failing…
or dying. You're not trying to kill my character here, but death is
possible.
GM: Exactly! So, you're locked out and forgot your helmet. What are
you gonna do?
Davina: I'm going to take a big risk.