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The importance to RPGing of *engaging* situations
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<blockquote data-quote="Lanefan" data-source="post: 8924497" data-attributes="member: 29398"><p>Just to lob an observation in here: your examples here all speak to short-term parasitism, as those resources are each in some way or another recoverable or renewable within the game state as mandated by the rules: you cay pray/study spells the next morning, you recover hit points naturally by resting*, you can re-fill your ammunition containers in the next town, and so on. Thus, any parasitic effects aren't permanent.</p><p></p><p>What I read [USER=6690965]@Pedantic[/USER] to be getting at (and please correct me if I'm wrong!) is more of a long-term thing - no matter what you do in the long run, not only does your character not improve vis a vis the surroundings but in fact it goes backward. Put another way, the character gains one level but the setting in effect gains two.</p><p></p><p>A neutral-state example of this might be the "treadmill" effect some found with 3e (and 4e?) D&D, where the challenges more or less kept up with the characters as they advanced. Contrast that with earlier versions of D&D, where at low levels the setting stomped you but at high levels you stomped the setting - your character visibly gained power when compared to its surroundings.</p><p></p><p>In contrast, an example of a long-term parasitic effect in 1e D&D is that on each revival from death a character comes back forever down a point of Constitution, which makes the next revival a little harder (your 'resurrection survival roll' odds are dictated by your Con score at time of death) and can eventually lead to a slow-motion spiral.</p><p></p><p>* - that recovery rate, of course, is widely variable by edition.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8924497, member: 29398"] Just to lob an observation in here: your examples here all speak to short-term parasitism, as those resources are each in some way or another recoverable or renewable within the game state as mandated by the rules: you cay pray/study spells the next morning, you recover hit points naturally by resting*, you can re-fill your ammunition containers in the next town, and so on. Thus, any parasitic effects aren't permanent. What I read [USER=6690965]@Pedantic[/USER] to be getting at (and please correct me if I'm wrong!) is more of a long-term thing - no matter what you do in the long run, not only does your character not improve vis a vis the surroundings but in fact it goes backward. Put another way, the character gains one level but the setting in effect gains two. A neutral-state example of this might be the "treadmill" effect some found with 3e (and 4e?) D&D, where the challenges more or less kept up with the characters as they advanced. Contrast that with earlier versions of D&D, where at low levels the setting stomped you but at high levels you stomped the setting - your character visibly gained power when compared to its surroundings. In contrast, an example of a long-term parasitic effect in 1e D&D is that on each revival from death a character comes back forever down a point of Constitution, which makes the next revival a little harder (your 'resurrection survival roll' odds are dictated by your Con score at time of death) and can eventually lead to a slow-motion spiral. * - that recovery rate, of course, is widely variable by edition. [/QUOTE]
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