When Bad Things Happen to Good Adventurers

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When Bad Things Happen to Good Adventurers (often abbreviated WBTHTGA or shortened to "Losing is fun") is the "it's not the end of the world", or "stiff upper lip" clause and is typically used for players whose character didn't come out on top of a situation (such as PvP) that, while within the rules, upset the losing player.

WBTHTGA requires a strong separation of IC from OOC. Remember, losing is fun.

The situation

You have it all together. You have a heart full of ambition. You have a purpose, a cause, a star to follow, and nothing is going to stand in your way! Then life drops a fireball at your feet.

You lost your death-bringing sword to a pickpocket, you ran into a party of marauders, someone called you names, or things just didn't go as planned. Buck up, young adventurer, all is not lost! Even the bad things that happen to you may lead to new opportunities. There is much more to do than sit and curse the gods or bemoan cruel fate.

Instead, you could: Take it in stride. Take the matter to a city official. Start a movement. Use it as an opportunity to build ties. Band together with a group for mutual support. Join a pre-existing organization for support. Redouble your determination. Develop a sympathy for the suffering of others. Spread the word and warn others of whatever it is that happened to you. Go along with it. Build on it.

Don't just ride with the current, propel it! See how far the ripples reach. Remember that your character is not you. Think about who your character would actually turn to in need. A friend? A mentor? Himself? If needed support or sympathy isn't there, how does that affect them? Keep asking, now what? And answer!

Avoid angst. Everyone wants to be angsty because it's so dark and impressive and makes everyone love you... only not. It's really not that special. There's more to you than that. Who can afford to spend all that time brooding, (and hours upon hours of brooding are required for angst) when there are monsters to be splatted, governments to build and topple, intrigues to make intriguing, gods to please and appease and generally a lot of stuff that's far more fun and interesting for everyone involved? Keep things in perspective. Lost a bit of gold in a robbery? Well, you escaped with your life. Got smacked down? Well, you just learned not to tease an ancient dragon about its age. And, c'mon, admit it. It makes the game fun and interesting.

Remember that you are an adventurer. Adventurers live dangerous lives, full of all kinds of risks. Something bad will happen eventually. Plan ahead. Don't do things unless you're willing to accept the consequences. Realize that the consequences might extend to things you haven't planned for. And, when bad things do happen, look for tangles of cause and effect. Why did it happen? What led to it? Is it not fair, or just not something you wanted? Is it the result of a dangerous world? Is there a good story hidden in it? If then what?

If then... if then... what if?

Take it in stride.

Tips

Always remember that you are not your character. If Arelith were a film, you are an actor, or possibly a director. It is your job, along with the other players and DMs, to tell the story of Arelith - that is, the story both of your character and of the characters of others. A good story involves both ups and downs, as well as betrayal, villainy and possibly even death. Nobody can win all the time, and more importantly, remember that the other player is also separate from their character. If you are friends with a player whose character has betrayed yours, the two of you are still friends!