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<blockquote data-quote="I'm A Banana" data-source="post: 7649654" data-attributes="member: 2067"><p>I play 4e as my main game, so it's on my mind more often than most other systems. I talk about D&D more than I talk about <em>Feng Shui</em> for similar reasons. It also leads to some more interesting psychological territory than a lot of what I have to say about <em>Pathfinder</em> (the other elephant in the room), given how controversial it was and continues to be, and how many innovative-to-D&D ideas it tired. As the most recent edition of D&D, it also serves as a useful way to illustrate how the iterative process transforms something over time, and makes comparisons and familiar ground easier to find. I like 4e just fine. I don't think I'd play it or pay WotC for it if I wasn't enjoying myself. </p><p></p><p>In this case, it's a launching point for talking about how loss aversion shapes our playstyle preferences. On a personal level, this train of thought was likely partially triggered when, in the course of playing my 4e game, I recently had a character die (but I've been discussing things like this since the first column, which was about character death). So I can't honestly say that I don't like 4e because death is rare in it. I personally am a living testament to the fact that 4e absolutely can give you permanent character death, and the sense of actual loss associated with that, as a player. I might, though, say that those people who liked the tension that arose from risking actual loss in earlier editions might not like 4e as much, at least in part, because loss is rarer there. And then because I like to figure things out, I look at the reasons why that might be -- why people might want that sense of loss, why 4e (and other games with similar rules) might not deliver it as well to them, what sort of changes may have happened in the rules to change that relationship. </p><p></p><p>You may be mistaking commentary for criticism. I'd like to hear how you feel about experiencing actual loss yourself, as a player, though. What, if anything, would you like the DM to be able to strip from you against your will as a player? Or would your loss aversion simply turn the experience, like with [MENTION=3565]Scott[/MENTION]2987 's group, into something decidedly un-fun right there? Do you maybe agree with [MENTION=4936]Shayuri[/MENTION] that part of the escapist fun of heroic fantasy is not having to really experience that loss, or are you maybe more like [MENTION=22424]delericho[/MENTION], where the loss aversion is part of the fun, and where you can perhaps tweak the emotions you experience in loss to maybe make them not so severe?</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 7649654, member: 2067"] I play 4e as my main game, so it's on my mind more often than most other systems. I talk about D&D more than I talk about [I]Feng Shui[/I] for similar reasons. It also leads to some more interesting psychological territory than a lot of what I have to say about [I]Pathfinder[/I] (the other elephant in the room), given how controversial it was and continues to be, and how many innovative-to-D&D ideas it tired. As the most recent edition of D&D, it also serves as a useful way to illustrate how the iterative process transforms something over time, and makes comparisons and familiar ground easier to find. I like 4e just fine. I don't think I'd play it or pay WotC for it if I wasn't enjoying myself. In this case, it's a launching point for talking about how loss aversion shapes our playstyle preferences. On a personal level, this train of thought was likely partially triggered when, in the course of playing my 4e game, I recently had a character die (but I've been discussing things like this since the first column, which was about character death). So I can't honestly say that I don't like 4e because death is rare in it. I personally am a living testament to the fact that 4e absolutely can give you permanent character death, and the sense of actual loss associated with that, as a player. I might, though, say that those people who liked the tension that arose from risking actual loss in earlier editions might not like 4e as much, at least in part, because loss is rarer there. And then because I like to figure things out, I look at the reasons why that might be -- why people might want that sense of loss, why 4e (and other games with similar rules) might not deliver it as well to them, what sort of changes may have happened in the rules to change that relationship. You may be mistaking commentary for criticism. I'd like to hear how you feel about experiencing actual loss yourself, as a player, though. What, if anything, would you like the DM to be able to strip from you against your will as a player? Or would your loss aversion simply turn the experience, like with [MENTION=3565]Scott[/MENTION]2987 's group, into something decidedly un-fun right there? Do you maybe agree with [MENTION=4936]Shayuri[/MENTION] that part of the escapist fun of heroic fantasy is not having to really experience that loss, or are you maybe more like [MENTION=22424]delericho[/MENTION], where the loss aversion is part of the fun, and where you can perhaps tweak the emotions you experience in loss to maybe make them not so severe? [/QUOTE]
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