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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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<blockquote data-quote="Tony Vargas" data-source="post: 5808952" data-attributes="member: 996"><p>That's certainly part of heroism. In a story, the author has complete narrative control, so he can throw his protagonist into one near-certain-death situation after another and have him succeed. In an RPG seeking to model such things, 'realism,' gets you a hero one time in 10 (or a thousand) and a dead would-be hero most of the time - or, once the players figure that out, pragmatic opportunists succeeding somewhat more often. Until an RPG models that narrative control the author enjoys - either building it into the system, granting it to the GM, or granting it to the players (or all the above) - it won't model stories of heroism (at least, not very darn often). D&D, at least, with it's exp system, is clearly meant to be played many times with the same character. After Raise Dead becomes available, that character is expected to die now and then, clearly, but if the game's meant to be heroic at all levels, it needs more than that to keep the would-be heroes from just decorating the dungeon with their remains.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5808952, member: 996"] That's certainly part of heroism. In a story, the author has complete narrative control, so he can throw his protagonist into one near-certain-death situation after another and have him succeed. In an RPG seeking to model such things, 'realism,' gets you a hero one time in 10 (or a thousand) and a dead would-be hero most of the time - or, once the players figure that out, pragmatic opportunists succeeding somewhat more often. Until an RPG models that narrative control the author enjoys - either building it into the system, granting it to the GM, or granting it to the players (or all the above) - it won't model stories of heroism (at least, not very darn often). D&D, at least, with it's exp system, is clearly meant to be played many times with the same character. After Raise Dead becomes available, that character is expected to die now and then, clearly, but if the game's meant to be heroic at all levels, it needs more than that to keep the would-be heroes from just decorating the dungeon with their remains. [/QUOTE]
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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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