Interesting speculation last night about play styles. The expectations of players now seems to be very different to those we had back in the Seventies. Like many others from the time I came from wargaming (since '68) but the role playing environment didn't have any sort of competitive interaction between the players (the GM and the players most certainly) except once one got a high enough level that one was running a fief. I don't remember any examples of inter-player fighting unless due to possession etc.
Nowadays there's much more of a GM being a 'fan of the players' and a 'social contract to make a story together' vibe. I've got no issue with that but when you take a modern player and their expectations and put them into the same situation we faced in 1974 things go south very quickly.
I recently ran a game based on OD&D but set in the Elizabethan period and when his character died in the first fight the 15 yo player didn't want to play any more. In the past we would have either negotiated from a position of weakness as low level characters or rolled another character and learnt the lesson.
The Dungeon Crawl Classics game style of level-0 funnel where everyone gets 4 level 0 characters and runs them through an adventure with a level 1 PC coming out the end or getting all the characters killed is going to be a bit of a shock if you aren't fully in the picture and your expectations managed.
Games where chargen takes a long time or where it takes a long time to get a character to a position where they can participate fully in the game tend to have a lot of in-game 'armour' for PC's (e.g. huge stacks of hit points, multiple ways to cheat death with long periods of 'bleeding out') purely so the player can continue to play and not have to generate another character. These players are far less cautious in dealing with the unexpected because they fully expect either the GM to not play too hard or to survive any traps or ambushes. Players have conditioned to expect the 'zero to hero' play progression with added plot armour for PC's whereas we entered the dungeon with a dozen PC's and henchmen each and came out with a lot less but unfazed by the result.
The look on a players face recently when his carefully crafted elf who always stood at the back and shot arrows got leapt on and badly chewed by the Werewolf of Mirkwood, putting him down to zero Endurance in a single attack, was a thing of beauty. The look of shock and horror brought back some great memories of gaming in years past.
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