Time to ramble about losing, again.
So, we lost our first Frosthaven scenario. I don’t read the scenarios ahead of time, so I keep screwing up the special rules. But, it was just not all that pleasant to play. I think on replay it will seem really easy. I knew the big issue for me was going to be running out of cards … Well, okay, every scenario is an issue if you run out of cards. But, it was a 12 round scenario that was explicit about that up front, and I’m not proficient enough on how to manage rests to really maximize staying power.
As much as it wasn’t all that appealing in the specific, I still think it’s enjoyable from the standpoint of seeing different things occur.
So, I have more going on in life in 2024 than in recent years, so I’m not as mentally invested in VTD as I used to be.
VTD 23 was last weekend.
Did three runs.
Friday night was team run. With fewer players and given recent history, decided to do Nightmare. It was easy. Well, NM is always easy, so *shrug*. I played polydruid and wasn’t able to do different elemental every room. Cheesed Trollform only in rm6. We got all of the puzzles with zero puzzle damage.
Saturday morning was Epic Double Down. This was easy … I only took damage in rm7 and never bothered to get healed. Okay, the dungeon was just sad. I ran monk and did my two attacks a round for 60+ when they hit.
Sunday morning was Anti-Cabal. We chose Epic for obvious reason. Not only was the dungeon easy, but the monster ACs were really low.
I died in rm5. Then, I died again from push damage as we were only halfway through monster. Rm7 monster killed three of our five party members around round four. Fighter was only one still alive when time ran out.
Yes, they tweak dungeons over the weekend. This was not like the others.
One of our players got mad, though maybe less at the difficulty and more at *how* the room was changed. They changed rm5 so that the two biggest damage sources against monster were autonegated. Besides that not scaling for smaller parties – consider the solo player who can’t deal any damage at all. This sort of mechanic has been used in the past and continues to annoy players because it works against what is actually fun in the game.
Crits are fun, even I think so and I’m a sardonic, jaded cynic. So, monk keeps hitting for 60 multiple times a round and someone else does something unusual and does zero. It undermines rogue’s only good combat feature – Sneak Attacking for a lot. It punishes barbarian disproportionately as barbarian has highest base damage.
I enjoyed the last run. I got to see the failure video! I would have preferred and even explicitly stated “I wish this was what Epic was like yesterday [earlier in weekend].”
It was a weird weekend where Saturday’s run was pretty much the least enjoyable as there was no good metagaming to do, no metagaming actually mattered due to sadness of dungeon, and it wasn’t really satisfying. Yet, I still enjoyed it as a game experience. There is a reason I still try to do at least three VTD runs every weekend.
Trying to relate to topic, I’m probably happier to fail a third of my runs because then dungeons feel like a challenge *and* it gets me thinking about how to metabreak the dungeon. If just win all of the time, who cares what one’s build is, in which case why have I spent so many thousands of dollars on tokens?
What else am I excited by failing at?
Gamingwise?
Have had a couple RPG experiences recently. One, I didn’t fail and saved the poisoned dude. Had second John Carter session. Unlike the first session, the pace of play here and the flailing about not accomplishing simple things was much more akin to my typical home play in recent years. Did I fail at anything? Well, not really in a mechanical sense as made die rolls, including die roll I wanted to make. I suppose narratively failed to uncover useful information while tagging along on an investigation and failed to advance plot in a meaningful way and failed to interact with NPCs in any meaningful way. That wasn’t a good thing.
But, this post is all about how awesome failure is. So, at other times, while a feel bad in the moment, failing leads to interesting story inflections. I’ve said as much before, though I don’t think I’ve used “story inflections” in this blog in the last 15 years. I keep looking for failure in our supers play – something that hasn’t happened recently – because supers failing is important to making the bad guys seems impressive. Not personal failure, so much. Party failure.
Anyway, failure in RPGs I’ve brought up before, so it’s more that failure in other game types can lead to more interesting results, can lead to being enthused to try to do better the next time.
So, I don’t pay for pro wrestling except the one time I went to Wrestlemania. I read reviews of Wrestlemania’s two nights and watched various highlights plus I still follow AEW. One of my frustrations, which may be more of an AEW thing as I don’t watch WWE regularly, is that failure is so boring. I tune out of a number of matches now not just because I know who will win but know it won’t be interesting in how the match resolves. We need the disqualifications, the count outs, the non-title matches, and whatever else so that the loser doesn’t just have all of their heat killed. The way AEW works these days, losers lose square if not always fair. Then, they make a big deal about people’s win-loss records.
80s NWA, I expected heel champ to lose by disqualification a lot to hold on to the title but put over the face. Now, you just see losers as losers and wonder why the other stars who aren’t allowed to lose outside of a PPV don’t get title shots for all of the various belts.
It’s just so extreme, when the value in success and failure is that there’s a slim margin between the two. You know, like how sports is entertaining because upsets happen but not all of the time.
I don’t want to lose Frosthaven scenarios because they are stupidly hard – I want to lose when I don’t play as well as I could have.
I don’t want to lose TD runs because I don’t have every token in existence – I want to lose when I don’t play as well as I could have.
I don’t want to lose CCG matches because only five archetypes are viable – I want to lose when I don’t play as well as I could have.
I don’t want to lose in RPGS … hardly ever because real life is so good for losing, and it’s not a competitive game type, and being an expert in RPG play is not something I really aspire to. But, it loses impact to succeed all of the time. My understanding of modern D&D is that every encounter is supposed to be won, just a matter of how many resources used to win it. That just sounds so hollow … that I have to mention this for a second time in this blog.