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Avoiding Death Spirals WHILE making damage count
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<blockquote data-quote="Benjamin Olson" data-source="post: 8950769" data-attributes="member: 6988941"><p>I mean, I take the point, but I don't die on purpose in legend of zelda as soon as I lose the shooting sword. Other people's mileage perhaps varies. But there must be some level of benefit that both makes a character above x threshold feel extra cool, but doesn't overly incentivize never pushing on when you lose it for the average player.</p><p></p><p>And there's nothing wrong with having 15 minute adventuring days, <em>sometimes</em>. If the characters go into encounter one and get wrecked, it makes perfect narrative sense that they aren't then charging off to more adventure <em>if they can avoid it</em>. Injured people usually rest and relax when they have the opportunity, even with pretty minor injuries. 15 minute adventuring days are a problem when GMs let them happen <em>all the time</em> by never having any narrative incentive for characters to soldier on, or by letting players take improbable rests without consequences.</p><p></p><p>But really my main point is simply that penalties for injuries tend to be conceptualized as an afterthought in games, and sold as something players have to endure for the sake of being hardcore or realistic, and that designing in such things from the beginning in a system with both sticks <em>and carrots</em> based on health level would probably be the basis on which someone might hope to possibly crack the conundrum.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8950769, member: 6988941"] I mean, I take the point, but I don't die on purpose in legend of zelda as soon as I lose the shooting sword. Other people's mileage perhaps varies. But there must be some level of benefit that both makes a character above x threshold feel extra cool, but doesn't overly incentivize never pushing on when you lose it for the average player. And there's nothing wrong with having 15 minute adventuring days, [I]sometimes[/I]. If the characters go into encounter one and get wrecked, it makes perfect narrative sense that they aren't then charging off to more adventure [I]if they can avoid it[/I]. Injured people usually rest and relax when they have the opportunity, even with pretty minor injuries. 15 minute adventuring days are a problem when GMs let them happen [I]all the time[/I] by never having any narrative incentive for characters to soldier on, or by letting players take improbable rests without consequences. But really my main point is simply that penalties for injuries tend to be conceptualized as an afterthought in games, and sold as something players have to endure for the sake of being hardcore or realistic, and that designing in such things from the beginning in a system with both sticks [I]and carrots[/I] based on health level would probably be the basis on which someone might hope to possibly crack the conundrum. [/QUOTE]
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