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Heart of a Hero, Mind of a Pigeon
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<blockquote data-quote="I'm A Banana" data-source="post: 6044498" data-attributes="member: 2067"><p>So, in Minecraft, it's pretty clear when the "toy" phase of play ends and the "game" phase of play begins (when night falls!). They're pretty clearly delineated, which is I think pretty smart design: you know when to expect one or the other. </p><p></p><p>In D&D, I'm not so sure there is a strong division. If you don't often risk "losing" in combat (because the game has a pretty low mortality rate), where do you risk it? If you ONLY risk "losing" in combat, does that mean that people looking for a stronger Skinner Box are only going to enjoy the combat part of the game? If you risk "losing" outside of combat, how is that accomplished? Where might D&D benefit from a stronger division? Where do these goals work against each other (ie: "I died from random die rolls, not when it was important!" vs. "There's no real threat to the game, you can't just die from die rolls.")</p><p></p><p>Those are mostly rhetorical questions, but feel free to answer them if you think you want to! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6044498, member: 2067"] So, in Minecraft, it's pretty clear when the "toy" phase of play ends and the "game" phase of play begins (when night falls!). They're pretty clearly delineated, which is I think pretty smart design: you know when to expect one or the other. In D&D, I'm not so sure there is a strong division. If you don't often risk "losing" in combat (because the game has a pretty low mortality rate), where do you risk it? If you ONLY risk "losing" in combat, does that mean that people looking for a stronger Skinner Box are only going to enjoy the combat part of the game? If you risk "losing" outside of combat, how is that accomplished? Where might D&D benefit from a stronger division? Where do these goals work against each other (ie: "I died from random die rolls, not when it was important!" vs. "There's no real threat to the game, you can't just die from die rolls.") Those are mostly rhetorical questions, but feel free to answer them if you think you want to! :) [/QUOTE]
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