Scribble
First Post
So I was playing Dead Space last night for a bit, and I died. (Booo.)
The game as lots of (all?) computer games do started from the last point I saved at. It wasn't a far point behind where I died, so I liked my ego wounds and moved on...
But then it made me think...
I'm pretty used to that idea in computer games. If I die, I don't end up having to restart from the very begining, or make a new guy, or choose some other path in the adventure. I just restart from the last save point and move on. I don't think twice about it. I don't think I ever really thought twice about it in the very first few computer games that had save points in them. I just restarted, this time with a renewed energy to beat the jerk that killed me...
But in a Pen and Paper game, this idea just seems wrong. I died... There's no restarting the adventure from the last "save" point... You make a new guy, or you end up "failing" at the adventure and suffering the consequences.
What is it about P&P games that causes this difference?
is it the DM aspect?
Do you accept the "save point" more in a computer game because the computer can't come up with "consequences" on the fly? Or because the computer can't handle another adventurer joining the game, and taking on a "new" adventure based on the old?
Or is it something else?
Does anyone out there use an idea like "save points" in their P&P D&D game?
The game as lots of (all?) computer games do started from the last point I saved at. It wasn't a far point behind where I died, so I liked my ego wounds and moved on...
But then it made me think...
I'm pretty used to that idea in computer games. If I die, I don't end up having to restart from the very begining, or make a new guy, or choose some other path in the adventure. I just restart from the last save point and move on. I don't think twice about it. I don't think I ever really thought twice about it in the very first few computer games that had save points in them. I just restarted, this time with a renewed energy to beat the jerk that killed me...
But in a Pen and Paper game, this idea just seems wrong. I died... There's no restarting the adventure from the last "save" point... You make a new guy, or you end up "failing" at the adventure and suffering the consequences.
What is it about P&P games that causes this difference?
is it the DM aspect?
Do you accept the "save point" more in a computer game because the computer can't come up with "consequences" on the fly? Or because the computer can't handle another adventurer joining the game, and taking on a "new" adventure based on the old?
Or is it something else?
Does anyone out there use an idea like "save points" in their P&P D&D game?