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character death?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9257044" data-attributes="member: 6790260"><p>Doesn't knowing that the characters of a novel aren't going to die without the author getting a good story out of it reduce any sense of verisimilitude and satisfaction from reading a story?</p><p></p><p>So, no, it really doesn't. Failure is so much more than death--death is, in fact, one of the most boring and trivial forms of failure. I much prefer when failure actually stings, and death doesn't sting.</p><p></p><p>I want good story, good roleplay, emotional and personal experiences worth the time I invest into the game. Doesn't matter whether character creation takes five hours or five minutes. I want good story. The focus character dying pointlessly isn't good story. Thus, I'm not interested in seeing that. A <em>non-pointless</em> death--a death that has value, a death that <em>achieves</em> something, a death that was in some way "earned" whether by valor or stupidity or narrative impact or whatever else--is something I'm very, very much here for. Hence I am opposed, as I said, to deaths that are <em>all three</em> of random, permanent, and irrevocable. Remove any one of those three elements, and I'm almost certainly on board--because that actually USES the death to fuel the story, rather than unceremoniously crushing the story like an untasted fruit in a hydraulic press.</p><p></p><p></p><p>And death is literally the one and only way to have randomness? Even if I <em>did</em> value randomness that highly (which I don't), that would be simply false. There are plenty of other ways spontaneity and randomness can manifest in a game.</p><p></p><p>More importantly? I don't value randomness that highly. What I <em>do</em> value highly is the dilemma. The decision-point, where a player <em>agonizes</em> over what the right choice is. The slow, creping realization that you've become something you hate--or that you've grown a heart when you thought all you had was a stone. The thrill of dark temptation. The <em>rage</em> of being manipulated...and how <em>easy</em> it is to lash out, even when you know lashing out is probably what your manipulator expects. Those are the moments which make roleplaying (whether freeform or as part of a roleplaying game) enjoyable. That's why I enjoy both computer roleplaying games and TTRPGs; the latter is rarer and sweeter, but the former is still good, even though I have the capacity to reload a save.</p><p></p><p>That's what I come to the table for. Well, that and the gameplay challenge, solving the puzzle presented to us--or recognizing when the best choice is to flee. Death as a source of <em>tension</em> is almost never relevant to me--because there IS no tension in it to me. As soon as the character is dead, <em>what do I have left to care about?</em> My investment in the story has just been deleted!</p><p></p><p>It's like asking someone why they use save files in a 4x strategy game. "Don't you want the tension of potentially losing everything?" No! I don't! That would make the last three hours of play <em>a completely pointless waste of time!</em></p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9257044, member: 6790260"] Doesn't knowing that the characters of a novel aren't going to die without the author getting a good story out of it reduce any sense of verisimilitude and satisfaction from reading a story? So, no, it really doesn't. Failure is so much more than death--death is, in fact, one of the most boring and trivial forms of failure. I much prefer when failure actually stings, and death doesn't sting. I want good story, good roleplay, emotional and personal experiences worth the time I invest into the game. Doesn't matter whether character creation takes five hours or five minutes. I want good story. The focus character dying pointlessly isn't good story. Thus, I'm not interested in seeing that. A [I]non-pointless[/I] death--a death that has value, a death that [I]achieves[/I] something, a death that was in some way "earned" whether by valor or stupidity or narrative impact or whatever else--is something I'm very, very much here for. Hence I am opposed, as I said, to deaths that are [I]all three[/I] of random, permanent, and irrevocable. Remove any one of those three elements, and I'm almost certainly on board--because that actually USES the death to fuel the story, rather than unceremoniously crushing the story like an untasted fruit in a hydraulic press. And death is literally the one and only way to have randomness? Even if I [I]did[/I] value randomness that highly (which I don't), that would be simply false. There are plenty of other ways spontaneity and randomness can manifest in a game. More importantly? I don't value randomness that highly. What I [I]do[/I] value highly is the dilemma. The decision-point, where a player [I]agonizes[/I] over what the right choice is. The slow, creping realization that you've become something you hate--or that you've grown a heart when you thought all you had was a stone. The thrill of dark temptation. The [I]rage[/I] of being manipulated...and how [I]easy[/I] it is to lash out, even when you know lashing out is probably what your manipulator expects. Those are the moments which make roleplaying (whether freeform or as part of a roleplaying game) enjoyable. That's why I enjoy both computer roleplaying games and TTRPGs; the latter is rarer and sweeter, but the former is still good, even though I have the capacity to reload a save. That's what I come to the table for. Well, that and the gameplay challenge, solving the puzzle presented to us--or recognizing when the best choice is to flee. Death as a source of [I]tension[/I] is almost never relevant to me--because there IS no tension in it to me. As soon as the character is dead, [I]what do I have left to care about?[/I] My investment in the story has just been deleted! It's like asking someone why they use save files in a 4x strategy game. "Don't you want the tension of potentially losing everything?" No! I don't! That would make the last three hours of play [I]a completely pointless waste of time![/I] [/QUOTE]
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