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Is D&D too PC friendly
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<blockquote data-quote="Rel" data-source="post: 1012364" data-attributes="member: 99"><p>Fenes, I've read a lot of your posts and I very much respect your play style and utter dedication to what your group thinks is fun. I have a hard time understanding it though. Maybe it's because sometimes "not having fun" is fun for our group.</p><p></p><p>Is having your character die fun? Not usually. But sometimes it enhances the roleplaying experience so much that it makes the overall experience much more gratifying.</p><p></p><p>Say I'm playing a Paladin and the whole party is having a rough time in a fight and are near the brink of death. Then, one more big baddie appears and it looks like the whole party could die. I say, "You guys run for it! I'll try to hold them at bay!" And I position myself between the party and the bad guys and Fight Defensively or whatever to buy them time to escape, knowing that the bad guys will probably kill my character. But that's ok. It's what that character would do and, while probably not much "fun" in the moment, it might well be the most important and memorable moment of the campaign.</p><p></p><p>I don't see how you can get that same sense of intensity and meaningfulness in a game where, no matter how seemingly suicidal the action, the player knows that his character won't die. I'm not saying it is impossible, just that most gaming groups aren't built that way.</p><p></p><p>Your group is unusual for its capacity to derive fun out of such a situation. But if it works for you, more power to you.</p></blockquote><p></p>
[QUOTE="Rel, post: 1012364, member: 99"] Fenes, I've read a lot of your posts and I very much respect your play style and utter dedication to what your group thinks is fun. I have a hard time understanding it though. Maybe it's because sometimes "not having fun" is fun for our group. Is having your character die fun? Not usually. But sometimes it enhances the roleplaying experience so much that it makes the overall experience much more gratifying. Say I'm playing a Paladin and the whole party is having a rough time in a fight and are near the brink of death. Then, one more big baddie appears and it looks like the whole party could die. I say, "You guys run for it! I'll try to hold them at bay!" And I position myself between the party and the bad guys and Fight Defensively or whatever to buy them time to escape, knowing that the bad guys will probably kill my character. But that's ok. It's what that character would do and, while probably not much "fun" in the moment, it might well be the most important and memorable moment of the campaign. I don't see how you can get that same sense of intensity and meaningfulness in a game where, no matter how seemingly suicidal the action, the player knows that his character won't die. I'm not saying it is impossible, just that most gaming groups aren't built that way. Your group is unusual for its capacity to derive fun out of such a situation. But if it works for you, more power to you. [/QUOTE]
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