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<blockquote data-quote="Lanefan" data-source="post: 8833754" data-attributes="member: 29398"><p>I see them as, in a very basic way, as being quite similar. Two steps forward, one step back, if you like; with achievement of goals not always guaranteed and certainly not always happenng in a straight line from start to finish.</p><p></p><p>I agree about the sense of continuity. However - and this is I think where we differ - for me that continuity includes within it rises and falls in fortune as time goes on. A character might do spectacularly well in its first few adventures, then fall on hard times and lose a bunch of stuff (levels, items, whatever) over the next few, then rebound and make a comeback...etc.</p><p></p><p>You, if I'm reading things right, seem to want to take out the "fall on hard times" piece.</p><p></p><p>Only if the players and-or PCs care about such things. Some do, some don't, and it can vary even within a single player or character i.e. they care about plot element X but not about Y.</p><p></p><p>Leveling up isn't even always a goal. Becoming powerful within the setting (which almost directly equates with getting rich, in most settings, much less so than just levelling up) almost always is.</p><p></p><p>We run in different circles. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8833754, member: 29398"] I see them as, in a very basic way, as being quite similar. Two steps forward, one step back, if you like; with achievement of goals not always guaranteed and certainly not always happenng in a straight line from start to finish. I agree about the sense of continuity. However - and this is I think where we differ - for me that continuity includes within it rises and falls in fortune as time goes on. A character might do spectacularly well in its first few adventures, then fall on hard times and lose a bunch of stuff (levels, items, whatever) over the next few, then rebound and make a comeback...etc. You, if I'm reading things right, seem to want to take out the "fall on hard times" piece. Only if the players and-or PCs care about such things. Some do, some don't, and it can vary even within a single player or character i.e. they care about plot element X but not about Y. Leveling up isn't even always a goal. Becoming powerful within the setting (which almost directly equates with getting rich, in most settings, much less so than just levelling up) almost always is. We run in different circles. :) [/QUOTE]
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