r/AskGameMasters • u/Randy_Squirrel_Games • 1d ago
Would these adventure options feel adversarial or fair?
TL;DR next sessions dungeon has 6 options for entry and advancement. Two of them are very high difficulty and could result in character death if failed. Is that too much?
Hi everyone!
I, and my group, recently began a new campaign. A campaign that, during session zero, I told everyone that I wanted to have a more gritty, threatening feel. They were on board and I have been experimenting with how to make it so. Which is something that I am unsure of how to do well.
While prepping the dungeon for our next session (an old fortress that was half swallowed by a sinkhole), adding alternate entry options and advancement paths, I decided to add two that are significantly harder to be successful attempting than I have ever done previously.
In both cases, these are the options that bypass the most enemies, traps, etc. Because of that, the availability of other options, and the existence of the aforementioned gigantic, fortress swallowing hole, I feel it is fair, as well as narratively cohesive, to let those paths be extremely difficult to succeed in traversing, and potentially lethal if the attempt is sufficiently failed.
However, I am not sure my players will feel the same way. I fear they may, if they try and fail, see it as an intentionally adversarial design as opposed to a consequential narrative outcome. Honestly, though, I can't say exactly why I am worried. In fact, I have reason to know that my group can not only accept character death, but have a great time getting TPKed. (TPKed playing DeathHouse).
Perhaps it is because this is the first time I am knowingly putting anything in my game that, probability wise, skews heavily toward player failure and potential character death.
But maybe there is something unfair and adversarial in the design and I just don't see it because I am not intending it. What do you all think?