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Worlds of Design: Doing it All Over Again
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<blockquote data-quote="Doctor Futurity" data-source="post: 8537153" data-attributes="member: 10738"><p>In the context of the OP's discussion of video games, then absolutely never. Do-overs in the sense of "we need to redo this turn, we got a rule wrong or forgot a key piece of relevant info" happens on occasion....but I don't consider those equivalent to respawning as happens in video games.</p><p></p><p>Video games can do this because their narrative structure and effort of design requires it, but even video games have a subgenre of titles (roguelikes mostly) which either bake into the narrative a protagonist who can respawn for an in-game reason, or effectively start you with a new character every time. An in-game reason for respawning could work in an RPG if it was so desired. An easy example would be a Cyberpunk or SF rpg in which "resleeving" technology existed. Just tell the player to make a copy of their character sheet at the date their PC is gentically and mentally copied and put in to storage, for example. Or we have the most infamous of in-world respawn examples in Paranoia RPG with actual clone families.</p><p></p><p>It's not that respawns are antithetical to RPGs, but rather that they work fine if given proper context. For example: a Destiny RPG for tabletop would easily allow for it, with the guardians of the setting being brought back to life by their ghost companions. </p><p></p><p>Take-backs, on the other hand, always tend to come up when people realize they made an error, and might more closely relate to the way video games used to handle this stuff 10-20 years ago when that meant reloading an old save.</p></blockquote><p></p>
[QUOTE="Doctor Futurity, post: 8537153, member: 10738"] In the context of the OP's discussion of video games, then absolutely never. Do-overs in the sense of "we need to redo this turn, we got a rule wrong or forgot a key piece of relevant info" happens on occasion....but I don't consider those equivalent to respawning as happens in video games. Video games can do this because their narrative structure and effort of design requires it, but even video games have a subgenre of titles (roguelikes mostly) which either bake into the narrative a protagonist who can respawn for an in-game reason, or effectively start you with a new character every time. An in-game reason for respawning could work in an RPG if it was so desired. An easy example would be a Cyberpunk or SF rpg in which "resleeving" technology existed. Just tell the player to make a copy of their character sheet at the date their PC is gentically and mentally copied and put in to storage, for example. Or we have the most infamous of in-world respawn examples in Paranoia RPG with actual clone families. It's not that respawns are antithetical to RPGs, but rather that they work fine if given proper context. For example: a Destiny RPG for tabletop would easily allow for it, with the guardians of the setting being brought back to life by their ghost companions. Take-backs, on the other hand, always tend to come up when people realize they made an error, and might more closely relate to the way video games used to handle this stuff 10-20 years ago when that meant reloading an old save. [/QUOTE]
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