Dare to Be Stupid

Caution, of course, is to be commended. At the same time, an abundance of caution is not the gateway to adventure – and adventure is the point of nearly every RPG I've ever played. For that reason, I've come to realize that it's vitally important that every group of players have at least one player willing to be That Guy™ from time to time. You know who I mean: the fighter who rushes headlong into combat with nary a thought to his (or anyone else's) safety; the thief who sneaks ahead to pick the pocket of the High Priest of the Temple of Chaos, the halfling who decides to find out what the lever in the middle of the wall does by pulling it, etc. etc.
Some of my fondest memories from roleplaying campaigns involve players leaping before they looked, whether because they felt it was "what my character would do," an impish sense of fun, or simple boredom. Whatever the reason, recklessness proved vital to shattering the vise grip of caution over many a session. One of the many joys of a roleplaying game is the ability to do things, through your character, that you'd never do in real life. This includes acts of supreme foolhardiness that, even in context, don't always make sense – yet are undeniably enjoyable nonetheless.
Lest it appear that I'm laying the blame for circumspection solely at the feet of players, allow me to demonstrate my own role in encouraging it. In my House of Worms campaign, there's a player character named Kirktá, who's a young and inexperienced priest of Durritlámish. He joined the campaign as a 1st-level character, while most of his companions were 4th or 5th-level at the time. Kirktá is physically weak but very eager and so, from his earliest days in the campaign, would often rush into battle with his trusty staff, even though there was a good chance that even a single blow against him would result in his death. Every time Kirktá's player stated his character intended to do this, I'd always ask, "Are you sure you want to do that?" To his player's credit, he almost always forged ahead, in spite of my warnings.
I intended my questions to act as a reminder to Kirktá's player about the seriousness of what he was planning for his character to do. I'm not the kind of referee who revels in players making bad decisions and suffering the consequences. In general, I prefer to make sure everyone is aware of the possible consequences of what they say they're doing. At least, that's what I think I'm doing. Lately, though, I've come to realize that my regular "Are you sure you want to do that?" might be encouraging the very overabundance of caution that sometimes brings the action to a grinding halt. My Jiminy Cricket act might be having an adverse effect on the campaign by throttling the brash enthusiasm that is the very stuff from which good gaming is made.
It's a sobering thought and one I've been thinking about a lot lately. One of the seminal moments in the history of the House of Worms campaign, one that set into motion so many of the terrific sessions my players and I have had over the last seven and a half years, was when another player did something foolish by desperately casting a spell while wearing metal armor. By all objective standards, that was a stupid thing to do – and thank the Lords of Stability and Change that he did. Looking back on it now, that moment forever altered the trajectory of the House of Worms campaign and made it what it is today, namely, one of the best RPG campaigns in which I have ever participated. Had that player been more cautious, had he looked before he leaped, who knows where we'd be today?
All of which is just a longwinded way of saying that caution is often the antithesis of adventure and adventure is what we're all here for, right?
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