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Closing the Rotating Door of Death
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<blockquote data-quote="Bleys Icefalcon" data-source="post: 5571628" data-attributes="member: 6670542"><p>Quite a bit of input on this - my thanks; and my concern about everyone always coming back from the dead - generally isn't when I am at the helm. If you are the lone survivor of a party of 5, if you do somehow manage to find some hair, a severed finger, the partially eaten foot - etc, of each of your comrades, and then somehow find that neutral-at-best nomadic plains village, and it does happen to have a witch doctor, and they are willing to help - said witch doctor is going to look at you like you're a crazy person when you ask him to restore your friends. Go a separate direction, and our intrepid survivor manages to make his way all the way back to civilization, walks into the High Temple of Donblas in Specularum, and even somehow gains an audience with Murzcul, the High Priest - again, he'll be looked at like a crazy person. A) Our hero is what? 5th level? Not even up to being a Nobody yet. B) Our hero isnt rich (not at 5th level he ain't). C) Our Hero doesn't believe in Gods persay, he's an Animist. D) NONE of the fallen worshipped Donblas. E) No powerful patron in the city backing them/willing to influence the temple. F) etc etc etc... all equal no raising on nobody.</p><p> </p><p>My concern is actually with those games I have played in, recently, that make Dungeons and Dragons PEN and PAPER version, the equivelent of a MMORPG. You die, bammo, you're back. At your spawn point, at your lifestone, fade to black and wake up, it was a dream, whatever. IMHO the threat of mortality is a key element to Dungeons and Dragons, all versions. If that rogue screws up and doesn't disarm the pin trap in the lock, and then, when he goes to pick what he believes is a now trap-less lock - and bammo, get's a small wound in his finger from a poisoned needle - then his fortitude better save his butt - in my world, if it doesn't, and there's not the right kind of help available, and it IS a deadly poison as opposed to something that reduces CON, or DEX, etc - then there's to Fade to Black, no lifestone, no back to restart point, he's DEAD.</p><p> </p><p>For me, I am not interested in a game where I am immortal, and no matter my mistakes, ultimately I win. That, for me would be seriously boring. I need the following things: Story, Purpose, Continuity and Risk/Reward. If I am somehow dropped into an erupting volcano (an earlier example in the thread) unless I happen to have a Necklace of Adaptation on, or, I am part Fire Elemental, I am expecting to be dead.</p></blockquote><p></p>
[QUOTE="Bleys Icefalcon, post: 5571628, member: 6670542"] Quite a bit of input on this - my thanks; and my concern about everyone always coming back from the dead - generally isn't when I am at the helm. If you are the lone survivor of a party of 5, if you do somehow manage to find some hair, a severed finger, the partially eaten foot - etc, of each of your comrades, and then somehow find that neutral-at-best nomadic plains village, and it does happen to have a witch doctor, and they are willing to help - said witch doctor is going to look at you like you're a crazy person when you ask him to restore your friends. Go a separate direction, and our intrepid survivor manages to make his way all the way back to civilization, walks into the High Temple of Donblas in Specularum, and even somehow gains an audience with Murzcul, the High Priest - again, he'll be looked at like a crazy person. A) Our hero is what? 5th level? Not even up to being a Nobody yet. B) Our hero isnt rich (not at 5th level he ain't). C) Our Hero doesn't believe in Gods persay, he's an Animist. D) NONE of the fallen worshipped Donblas. E) No powerful patron in the city backing them/willing to influence the temple. F) etc etc etc... all equal no raising on nobody. My concern is actually with those games I have played in, recently, that make Dungeons and Dragons PEN and PAPER version, the equivelent of a MMORPG. You die, bammo, you're back. At your spawn point, at your lifestone, fade to black and wake up, it was a dream, whatever. IMHO the threat of mortality is a key element to Dungeons and Dragons, all versions. If that rogue screws up and doesn't disarm the pin trap in the lock, and then, when he goes to pick what he believes is a now trap-less lock - and bammo, get's a small wound in his finger from a poisoned needle - then his fortitude better save his butt - in my world, if it doesn't, and there's not the right kind of help available, and it IS a deadly poison as opposed to something that reduces CON, or DEX, etc - then there's to Fade to Black, no lifestone, no back to restart point, he's DEAD. For me, I am not interested in a game where I am immortal, and no matter my mistakes, ultimately I win. That, for me would be seriously boring. I need the following things: Story, Purpose, Continuity and Risk/Reward. If I am somehow dropped into an erupting volcano (an earlier example in the thread) unless I happen to have a Necklace of Adaptation on, or, I am part Fire Elemental, I am expecting to be dead. [/QUOTE]
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