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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7589517" data-attributes="member: 82106"><p>Suppose you can fix it by giving up the life of one of the party members, permanently. Say the God of Death says "Sure, your life for theirs, I'll bring them back and you get to come with me." Is that terrible enough? It sure would be a perfectly valid kind of way to test a PC's beliefs to the breaking point, and perhaps beyond... </p><p></p><p>I look at it as its always a matter of escalation. If you want to push the situation in an escalating direction, to more cost, more danger, bigger sacrifice, then something can be accomplished. When, instead you want to ratchet down the pressure, when the water is too hot and you decide to get out, then you walk away and leave your wager on the table. Sure, you can come back later, but there's no guarantee that you can just sit back down at the table with a whole new hand and jump right back in again. Chances are you take your losses and go on to the next thing.</p><p></p><p>I mean, practically speaking, we don't want to LOOSE, we want to PLAY. RPGs are not about 'winning'. I don't really recall big wins as some fantastic thing. Sure, I can recall battles that were fought and won, or lost, but its the characters that remain. Even when I can barely remember any one thing some character did that I played 40 years ago, I can remember what motivated them, what they tried to do, why. All this talk of success and failure isn't really the point, it is just the medium through which story is driven and character built.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7589517, member: 82106"] Suppose you can fix it by giving up the life of one of the party members, permanently. Say the God of Death says "Sure, your life for theirs, I'll bring them back and you get to come with me." Is that terrible enough? It sure would be a perfectly valid kind of way to test a PC's beliefs to the breaking point, and perhaps beyond... I look at it as its always a matter of escalation. If you want to push the situation in an escalating direction, to more cost, more danger, bigger sacrifice, then something can be accomplished. When, instead you want to ratchet down the pressure, when the water is too hot and you decide to get out, then you walk away and leave your wager on the table. Sure, you can come back later, but there's no guarantee that you can just sit back down at the table with a whole new hand and jump right back in again. Chances are you take your losses and go on to the next thing. I mean, practically speaking, we don't want to LOOSE, we want to PLAY. RPGs are not about 'winning'. I don't really recall big wins as some fantastic thing. Sure, I can recall battles that were fought and won, or lost, but its the characters that remain. Even when I can barely remember any one thing some character did that I played 40 years ago, I can remember what motivated them, what they tried to do, why. All this talk of success and failure isn't really the point, it is just the medium through which story is driven and character built. [/QUOTE]
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